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Published by DetonadorBr781, 2021-03-09 12:44:47

Degenesis: Rebirth - Katharsys

english language

Keywords: Degenesis,Rebirth,Katharsys

4 PRESERVIST 5 COM. PRIME 6 PROVOST

1 RECRUIT 2 ORDERLY 3 FAMULANCER

4 FIELD MEDIC 5 REGISTRAR 6 CONSULTANT RANKS // SPITALIANS
SURGEON
HYGIENIST O VILLAGE DOC.
ANAESTHES. X ELDER
PHARMACIST
EPIGENETIC.
HIPPOCRAT

1 - RECRUIT 4 - SURGEON
PREREQUISITE: - PREREQUISITE: INT+Medicine 8; AGI+Dexterity 6;
RESULT: - CHA+Leadership 4; Renown 4
EQUIPMENT: The Manual (illustrated book on medicine RESULT: The Surgeon can draft an Anesthesiologist and
basics, adds +1D to INT+Medicine as long as the Medicine 1D Orderlies for support at any time. The Spitalian Sur-
Skill is (2) or less); leather apron geons are held in high regard by the Anabaptists and thus
gain access to the Council of Emanations as the only med-
2 - O R D E R LY ical specialty. Sometimes Baptists recruit them as personal
PREREQUISITE: INT+Medicine 4; BOD+Stamina 4 doctors.
RESULT: Survives countless infections in the Appendix EQUIPMENT: Surgical instruments (level 1)
that ultimately strengthen his immune system: he gets a
lifelong +1D bonus on all rolls against illnesses. 4 - EPIGENETICIST
EQUIPMENT: Spitalian Suit PREREQUISITE: INT+Medicine 8; INT+Engineering 6;
INT+Science 6; Secrets 3
3 - FAMULANCER RESULT: Gains access to Psychonaut holding facilities. If
PREREQUISITE: BOD+Toughness 4; INT+Medicine 6; he spends (2) points of Authority, he gets a Famulancer
INT+Science 4 bodyguard. Chroniclers grant him access to their Alcoves
RESULT: Is appreciated in the Protectorate and gets food and collect Bygone medical technology for him. (+3)
there for free. If a Famulancer does not choose a medical Resources when buying experimental warfare agents.
specialty quickly, the Registrar will send him to combat EQUIPMENT: Sequencer; cartridge thrower; 2x EX
missions or to aid the Spitalians’ allies. Aerosol / EG 1 cartridges
EQUIPMENT: Splayer with Mollusk (+1 other attachment);
Fungicide Rifle 4 - PHARMACIST
PREREQUISITE: INT+Medicine 10; INT+Science 8;
4 - FIELD MEDIC Renown 4
PREREQUISITE: INT+Medicine 8; Renown 2; RESULT: Together with the Epigeneticists, the Pharmacists
Resources 2; Network 2 are the Spitalians’ technological elite. Their influence in
RESULT: Gets free access to public hospitals, and spore their medical field is tied to their Renown, which in turn
purging for himself for free. (+1) Allies for every Spitalian depends on their research results: if they do not attain any
rescued during a combat mission, (+1) Network for new knowledge for months, Renown is lowered by (1). On
people from other Cults. A Field Medic will often receive the other hand, it grows again quickly when they bring back
assistance from comrades he was able to save on a mission medical plants from unknown regions or Psychonautic
during the aptitude tests. gland ichor. With Renown (2+), they gain free access to the
EQUIPMENT: Field kit central pharmacies of all hospitals (Resources (+3) when
acquiring drugs).
4 - HYGIENIST EQUIPMENT: Apothecarium (level 1)
PREREQUISITE: BOD+Toughness 6; INT+Engineering 4;
Allies 4; Authority 4 4 - HIPPOCRAT
RESULT: Can order spore purging anywhere in the PREREQUISITE: PSY+Domination 6; Allies 2;
Protectorate. Judges present are subject to his directives. Authority 4; Secrets 3
May certify harvests or withhold the certification. RESULT: Gains free access to even the most secret
EQUIPMENT: Hygienist bodysuit; chlorine gas grenade; facilities. Can order revisions and tests of aptitude, and
SP 4016 grenade can have Spitalians removed from office by Preservists.

RA NK S / / S PITA L IA N S 47

Can shut down research units and have their labs sealed. 6 - CONSULTANT
Hippocrats represent the Spital to the other cults and may PREREQUISITE: A Consultant must leave the Council;
sign treaties. They have unlimited access to Justitian’s Hall Allies 5; Authority 5; Secrets 5
of Judgment. RESULT: Head of the Cult: commands the Hippocrats. The
EQUIPMENT: Revolver; +1D bullets per month; Ita Sit cross Consultant gets his own research area.
acts as a passport; bugs and eavesdropping equipment EQUIPMENT: -

4 - ANAESTHESIOLOGIST 4 - PRESERVIST
PREREQUISITE: INT+Medicine 8; BOD+Brawl 6; PREREQUISITE: Is appointed after some outstanding
BOD+Force 4; BOD+Stamina 6; Allies 3 combat against the Spital’s enemies; Renown 4;
RESULT: Gets Resources (+3) when acquiring narcotics and BOD+Melee 8; BOD+Toughness 6; AGI+Mobility 6
stimulants; can use Burn unpunished. He gets additional RESULT: He is granted access to the Arsenal ((+3) Resources
resources from the Hippocrats when questioning sedated for any weapons, warfare agents, and stimulants). May
Spitalians on their behalf, noting their weak spots, use, but not misuse, Burn, unpunished. For a mission, a
analyzing dreams, and inducing trauma. Commando Prime can allow him to draft 1D Famulancers.
EQUIPMENT: Injector gun; 2x Black Band injector car- EQUIPMENT: Preservalis sword; Pistol; +1D bullets per
tridges per month month (valid for all future ranks); horse (Charger)

0 - VILLAGE DOCTOR 5 - COMMANDO PRIME
PREREQUISITE: At least Famulancer; is sent to a certain PREREQUISITE: BOD+Melee 10; AGI+Navigation 6;
region or village Renown 5; Secrets 3; Authority 4
RESULT: Once he has started working in the general RESULT: Gains free, unlimited access to the Arsenal.
hospital, he works his way into his patients’ hearts. Commando Prime can command all other Spitalians. He
Network (+1). When he helps strangers in a medical can recruit 1D Preservists and 1D Spitalians of rank 4 for a
emergency and his Action roll on INT+Medicine results in mission. If the mission fails, he has to answer to Kranzler.
at least (3) Triggers, his Network grows permanently by (1) EQUIPMENT: Provost ring; black Newcrest horse
(maximum (4)). In his home community, he has +1D on all
Psyche and Charisma Action Numbers. 6 - PROVOST
EQUIPMENT: Field kit PREREQUISITE: Kranzler would have to step down; then
appointed by the Consultants; Renown 6; Authority 6;
5 - REGISTRAR Secrets 5
PREREQUISITE: Allies 5; Renown 4; Secrets 4 RESULT: He commands all Preservists, moves into the
RESULT: Gains access to the secret labs of the Spital, except Provost’s quarters in Arnsberg. He can veto the Consul-
for the Preservist facilities. Has access to the Consultants, tants’ decisions if concerning safety of the Spital.
which grants him Renown (+1) upon reaching this rank. A EQUIPMENT: -
Registrar represents the Spital externally; he is the voice
of the Consultants. As long as he is in office, he gets Ne- X - ELDER
gotiation +2D when talking to high-ranking Cult leaders PREREQUISITE: 60 years+; Renown 4
(Fragments, Corps Commanders, Senators, Consuls, etc.) RESULT: Can name proxies for tasks assigned to him and
EQUIPMENT: - may vote against Spitalians in proclamations of guilt.
EQUIPMENT: -

DEADONLY THE
 HAVE

SEEN T H E E N D O F T H E W A R .

[GEORGE SANTAYANA]

POTENTIALS

S P L AY I N G In their fortress at Arnsberg, some of them learn a tech- POTENTIALS // SPITALIANS
The blades are splayed and form a deadly cross: the pole nique called Preservalis. They aim forceful blows at the
rests easily in one hand while the other pushes it forward; enemy’s defense and weapon, forcing an opening. The
skin slides over metal until the wielder clenches the Preservist uses the momentum to ram the pistol in their
pumping handle and triggers the snatching mechanism. offhand into the enemy’s guts and pulls the trigger, the re-
The Spitalian surges forward, pushing the Splayer coil pushing them out of range of a counterattack.
upwards with both hands, turning into his enemy, hitting The Preservist must successfully Attack with his
his opponent’s head with the pumping handle so the sword. If he then initiates Preservalis, his next Attack roll
mechanism has enough time to flip the blades open again. gets -3D (-2D at level 2 and -1D at level 3) on Handling. If
Splaying can be activated with (2) Triggers on an the Attack succeeds, he fires a shot from his pistol, ignor-
Attack roll. After activation, the Spitalian adds (+1) to ing the enemy’s armor.
Passive Defense and +1D to Handling for one Round. If
the Spitalian’s next Action is also an Attack, Splaying can LAST BASTION
be activated again with (2) Triggers with the bonus adding Flesh torn away, bone plates pulled aside, solar plexus laid
to previous activations, however the bonus to Handling bare, skull cracked, eyes dissected: the Spitalian knows
and Defense can never be higher than the Potential Level. his enemy, and when he says “by heart,” he’s not speaking
If the activation fails in a subsequent Attack, the bonus is metaphorically.
lost. Splaying can be combined with the Splayer’s ability He knows where to hurt him and how.
“Cutting.” When fighting Psychonauts, he adds (1) Trigger per
Potential Level to every Attack roll.
PHALANX
A thicket of spears is directed towards the enemy, none KRANZLER’S TEACHINGS
can pass unscathed. The Potential needs at least one flank PREREQUISITE: Focus
man equipped with a spear, Splayer, or another polearm Kranzler’s soul is black and hard as basalt, even the chants
who is defending himself. The Spitalian joins them in the of the Dushani slide across it without even making it
defense and can draw attacks directed towards the man tremble.
beside him towards himself. Every Famulancer in the Spital today learns about
For every additional combatant in the Phalanx, the Kranzler’s techniques, but mastering them requires
Spitalian adds +1D to his Active Defense roll up to the dedication. Those who do are immune to Psychonautic
Potential level. If he gets at least (2) Triggers, the Defense mental influences for at least a number of Combat Rounds
counts as a successful Attack roll with the Triggers as extra equal to the Potential Level.
Damage—the opponent has charged into the Splayer.
Phalanx can be combined with the Splayer’s special ability THE LAST FAREWELL
“Cutting”. The Potential can be used in the first Combat PREREQUISITE: Primal
Round without any restrictions. In later Rounds, the All are dead or lie on the ground dying. The Spitalian is
Spitalian and his comrades need one full Combat Round the last man standing. Once again, it is up to the Spital
in which they are not attacked and have not themselves to hold the last frontier and fight for another day in the
attacked to form the defensive line. light. The Spitalian’s humanity is crying out, burning away
in the glory of absolute destructive madness.
PRESERVALIS For (6) Combat Rounds, the Spitalian adds +1D per
PREREQUISITE: Preservist level to Attack and Defense rolls. His Passive Defense and
Preservists don’t allow their enemies to surrender. They Damage are increased by (1) per Potential level.
attack flared up Leperos and hack through walls of bone If an ally awakens from unconsciousness and rejoins
spurs to ram their sword into the mortal body of a Bioki- the battle, the Potential abruptly ends.
netic. They fight to destroy.

PO T ENT IA L S / / S PITA L I A N S 49

RANK 3 SHUTTER

1 BIT 2 AGENT 3 MEDIATOR 4 STREAMER FRAGMENT RANKS // CHRONICLERS
3 SHUTTER 4 FUSE 5 PARADIGMA
O ZERO
5 SCALAR

X NEEDLE

1 - BIT Fragment receives the mirror codes of the Cluster. With
PREREQUISITE: - them, he can move on both sides of the Static Stream and
RESULT: Receives barcode tattoo on the forehead granting thus can manipulate the mirror world that the Sleeper
access to all Alcoves as long as his score does not fall to infiltrators are led into. A Fragment has access to all
zero, in which case he would become a Zero. other Cults’ headquarters except for the Hellvetics’ and
EQUIPMENT: Robe Anabaptists’. Usually, the other Cults are not aware of this.
EQUIPMENT: Cascader; Stream Drone
2 - AGENT
PREREQUISITE: INT+Artifact Lore 5 5 - PARADIGMA
RESULT: An Agent receives some restricted day parole. PREREQUISITE: INT+Legends 6; PSY+Willpower/Faith 8;
His movement vectors have to start and end in Alcoves, a PSY+Deception 8; PSY+Domination 6
Cluster, or at an important artifact location. RESULT: The Paradigma can read the Scrappers’ runes
EQUIPMENT: Vocoder; Chronicler’s Mask; Cape of warning. Scrappers protect Paradigmas and act as
their informers ((+1) to Network where Scrappers are
3 - MEDIATOR concerned).
PREREQUISITE: INT+Artifact Lore 7; INT+Engineering 4; A Paradigma defends the Cult and diverts from its agenda
Secrets 1; Network 2 by fanning superstition and fears and setting other parties
RESULT: The Mediator can receive assignments (approach, at each other’s throats. If he wants to provoke conflict
messenger services) and permissions at holographic walls between Cults and Clans, he has access to a network of
and Alcoves. The permissions are assignment-related, provocateurs ((+3) Network for this use only).
often access clearances for facilities of almost all Cults EQUIPMENT: Cascader; portable Chroniclers’ Network
(except Anabaptists). Uplink
In the Clusters, a Mediator has access to the Static
Stream (+3D to all knowledge related questions). 3 - SHUTTER
EQUIPMENT: Draft printer; Chronicler’s Suit; 1 free PREREQUISITE: BOD+Melee 6 or AGI+Projectiles 6;
module PSY+Cunning 6
RESULT: Receives sanctioned missions from the Cluster.
4 - STREAMER Not welcome in Alcoves.
PREREQUISITE: INT+Legends 5; INT+Engineering 7; EQUIPMENT: The Shutter has access to sanctioned
CHA+Negotiation 5; Authority 1; Secrets 2; Network 4 technology (weapons and equipment able to do lethal
RESULT: Knows the secrets of other Cults, and can apply Damage: see page 129, “Sanctioned Technology”).
the Secrets Background to them with a (-2) penalty. The
Streamer has free access to Justitian’s Uptown and even to 4 - FUSE
the Hall of Judgment. PREREQUISITE: BOD+Melee 8 or AGI+Projectiles 8;
EQUIPMENT: Streamer Glove; Shocker; Tracker; 1 free BOD+Toughness 6; AGI+Stealth 6; Network 3
module or an upgrade RESULT: Injected transponder. It gives the Fuse access
to hidden parts of the Cluster and weapon caches in the
5 - FRAGMENT wasteland—but Scalars or Streamers can detect it any time
PREREQUISITE: INT+Artifact Lore 10; PSY+Willpower/ with the help of a Tracker.
Faith 6; Secrets 5; Authority 2; Resources 4 EQUIPMENT: Sanctioned technology by Resource level
RESULT: When a Fragment links to the Static Stream
of a Cluster, his INT Skills temporarily rise by +6D. The

RA NK S / / C HRONIC LE R S 51

5 - SCALAR If the Cluster wins, a Shutter shows up within one hour.
PREREQUISITE: PSY+Cunning 8; PSY+Deception 10; If it rolls (2) Triggers, a Fuse takes the cleaning job. If there
Secrets 4; Network 6 are even more Triggers, a Scalar is tasked to do it. After the
RESULT: Using forged identities, the Scalar gains massive attack, if the Zero survived, the Cluster's Perception goes
access to Cluster arsenals. He permanently gets (+2) to down to (0) and the game starts anew.
Resources and can task Shutters and Fuses whom he can EQUIPMENT: Sanctioned and Chronicler technology
assign a temporary Resource bonus of (+1). The Scalar’s vir-
tual identities earn him Chronicler Drafts on a daily basis X - NEEDLE
that he can debit in Alcoves: 1D x 10 CD per day. PREREQUISITE: CHA+Leadership 8; Allies 3; Secrets 5;
EQUIPMENT: Sanctioned technology by resource level Network 4
RESULT: At least one Clan venerates and protects the
0 - ZERO Needle, but he loses access to the Cluster’s arsenals. In
PREREQUISITE: At least Shutter or Mediator; one can response, he creates his own arsenal from the findings
always start walking the path of the Zero, but there is no brought to him by the Clanners. Every point of Resources
way back; Secrets 2, PSY+Deception 6 gives access to the respective Tech Level: a Needle with
RESULT: The Zero has hacked into the system of the Cluster Resources (3) can use Tech III equipment; at Resources (6),
and given himself access to all secret caches of sanctioned he would have free access to Wonderland artifacts.
technology, as well as to regular Chronicler technology. His However, if a Needle’s Renown rises above (3),
Resource level rises to (6). However, when the Zero invests Marauders will take notice of him, and who can say if they
Resource points, it becomes more likely that the Cluster would be well disposed to them.
tracks him down. The Cluster starts at INS+Perception (0). EQUIPMENT: Any, depending on Tech Level; 1 piece of
Every point of Resources used adds +1D and starts a Conflict Free Spirit equipment
with the Zero, who counters by using PSY+Deception.

RESTATE MY ASSUMPTIONS:
O N E ,
MATHEMATICS IS THE LANGUAGE OF NATURE.
TWO, EVERYTHING AROUND US
N U M B E R S . CAN BE REPRESENTED AND UNDERSTOOD THROUGH
T H R E E
, IF YOU GRAPH THE NUMBERS OF ANY SYSTEM, PAT T E R N S EMERGE.
THEREFORE, THERE ARE PATTERNS

EVERYWHERE IN NATURE.

[ P I ]

POTENTIALS

TESLA FRACTAL MEMORY POTENTIALS // CHRONICLERS
Electric shocks are a heart-balm. They prove that the suit is PREREQUISITE: Focus
working and charged. The Chronicler is in perfect control The Chronicler’s memory is like a map with landmarks
of his modules, energizing them with a gesture of his finger, and complex coastlines. His knowledge is splayed out on
offering parts of his body to the enemy that will hit them the map according to intricate mathematical rules, fractal
with blinding flashes of electricity. patterns swirling in his mind.
The Chronicler adds (1) Trigger per Potential level On all Action rolls using INT, he adds Triggers equal
to AGI+Mobility when using the Discharge module to his Potential level. This Potential is permanently active.
offensively. They also gain +1D per Potential level to Melee
Active Defense when the module is charged. DOWNLOAD
Humans are machines, running on electrical signals and
NOVA controlled by a wet, fleshy circuit board in their skull. In
PREREQUISITE: Primal a similar way to influencing a program’s actions with the
The Chronicler is an exploding star, screaming, flaming, correct sequence of inputs and impulses, humans can be
surrounded by an accretion disk made of smoke; beams of influenced with the correct sequence of pressures and
searing light thick as fingers burst from him, blinding the shocks. When the primitive human mind feels hopelessly
righteous and chasing away the superstitious. trapped, it will do anything to avoid further harm, even
In battle, the Chronicler charges into the middle of blurting out its deepest secrets.
his enemies and ignites all his defense modules with an This method of questioning gives the Chronicler +1D
Action roll on INT+Engineering (5). Every Potential Level and (1) Trigger on PSY+Domination per Potential level
reduces the Difficulty by (1). If there are at least (2) enemies when the target of their questions has no way to escape.
in melee distance, his comrades are not affected by this
Action. If the roll fails, the Chronicler only activates (1) UPLOAD
randomly chosen component, and his own group suffers Key stimuli lead to a Download, so an Upload should also
the same penalties as the enemy. be possible. Binding the subject has not always proven
beneficial to this task.
DEAD END
Shutters never fight fair. They use ambushes, tricks, and Paradigmas and Needles use a combination of
deception. Only when they have their enemies cornered, superstition, fear, and occasional electric shocks to plant a
when they are sure of their prey, do they unleash an effi- suggestion in their subject’s conscious mind.
cient and lethal attack.
If there is no way out for the victim of a Shutter, the Chroniclers with the Upload Potential get Triggers
Shutter gains a bonus on Attack rolls and both Passive and equal to their Potential level whenever they try to
Active Defense equal to his Potential level. influence someone via CHA or PSY (for example by
PSY+Domination, CHA+Leadership, or CHA+Seduction).
Upload can be combined with Download.

PO T ENT IA L S / / C HRONIC LE R S 53

RANK 3 RADIO BEAM UNIT

SAPPER 4 SP. DETACH.
GRENADIER
1 SOLDIER SENTINEL 4 SUBALTERN 5 FIELD OFFICER 6 CORPS COM. RANKS // HELLVETICS
RADIO BEAM.
2 CORPORAL 3 MEDIC 4 INFILTRATOR 5 P26 SQUAD
GENIE
FORAGER
SPOTTER

1 - SOLDIER RESULT: Special Detachment soldiers have free access to the
PREREQUISITE: - Cult headquarters as long as they wear their rank signs on
RESULT: Must report to the Alpine Fortress every six their Harness.
months or his Resources will drop permanently by (1) for EQUIPMENT: Stubbed Trailblazer; +20 rounds per month
every skipped report.
EQUIPMENT: Trailblazer; +5 rounds per month; Harness; 3 - SENTINEL
last ration (equals two meals) PREREQUISITE: BOD+Force 8; BOD+Toughness 6;
AGI+Navigation 6; CHA+Negotiation 6; Authority 4,
2 - CORPORAL Resources 3
PREREQUISITE: BOD+Force 4; AGI+Projectiles 5; RESULT: Gains access to explosives ((+3) Resources for
INS+Survival 4; Authority 2 explosives). Can arrest anyone within the Alpine Fortress
RESULT: In the manufactures of the Alpine Fortress, the and drag them in front of the Tribunal.
Trailblazer is customized for the Corporal’s needs. The EQUIPMENT: Heavy Duty Harness
weapon gets a level 1 upgrade (+20% range, +1D Handling,
or +1 Damage). He receives permission to carry (2) units of 3 - RADIO BEAM UNIT
an explosive of his choice. PREREQUISITE: BOD+Stamina 6; AGI+Crafting 6;
EQUIPMENT: +10 rounds per month, bonus carries to INT+Engineering 8; Resources 3
higher ranks as well. RESULT: Receives uplink to a Chronicler radio network:
a Radio Beam Unit can communicate with every Alcove
3 - SAPPER across thousands of kilometers, and his calls for help even
PREREQUISITE: BOD+Force 6; BOD+Stamina 6; reach into the Alpine foothills. Within minutes to hours, a
AGI+Dexterity 6; INT+Science 4; Authority 3 platoon of Hellvetic Grenadiers will arrive to assist him.
RESULT: As demolition expert, he has easy access to EQUIPMENT: Radio Backpack; Pathfinder
explosives ((+3) Resources for explosives). He can go into
combat with up to (4) units of explosives. 3 - SPOTTER
EQUIPMENT: Tunnel Shield; grenade launcher; Light PREREQUISITE: BOD+Athletics 6; AGI+Stealth 7;
Machine Gun; explosives INS+Perception 6; INS+Orienteering 6; Network 3
RESULT: Receives a transponder bracelet so others avoid
3 - GRENADIER mistaking him for an enemy when disguised.
PREREQUISITE: AGI+Projectiles 8; PSY+Reaction 6; EQUIPMENT: Light Spotter Harness; Transponder
INS+Survival 6; INS+Orienteering 6; Authority 3 Bracelet; binoculars
RESULT: Does not have to report every six months
anymore. He receives milestones to detect weapon 4 - INFILTRATOR
caches at his operation site. His Trailblazer gets a level PREREQUISITE: PSY+Deception 8; PSY+Cunning 8;
2 upgrade (+40% range, +2D Handling, or +2 Damage, PSY+Reaction 6; Network 4
replaces existing upgrade). A Grenadier also gets +1D for RESULT: Knows how to navigate the hidden paths and
Negotiations with the Scourgers; the Lion considers the secret storage rooms in the Alpine Fortress. When
Hellvetic infantry heroes and equals. looking for one of these hidden doors, he gets +4D on
EQUIPMENT: +20 rounds per month; Pathfinder INS+Orienteering.
EQUIPMENT: -
4 - SPECIAL DETACHEMENT
PREREQUISITE: BOD+Brawl 6; BOD+Melee 6;
AGI+Projectiles 10; AGI+Stealth 6; PSY+Reaction 7;
Renown 3

RA NK S / / H EL LV ETICS 55

5 - P-26 SQUAD 4 - SUBALTERN
PREREQUISITE: CHA+Conduct 6; CHA+Expression 6; PREREQUISITE: CHA+Leadership 8; AGI+Projectiles 8;
BOD+Melee 8; PSY+Cunning 10; Network 5 Authority 4
RESULT: As a squad, the Hellvetic knows 1-3 other Infil- RESULT: The officer insignia on the shoulder provides
trators: they form a cell. He gains full access to the Alpine results: a permanent (+1) on Authority. The Subaltern leads
Fortress’s arsenals (Resources (6)) as long as he uses the units into battle. Low-ranking Hellvetics have to obey
equipment to advance the reunification of the cantons him and can be given over to the Sentinels by him if they
into the Hellvetic Confederation. The members of a cell do not. If the Subaltern leaves the fortress, a Grenadier
help each other—but they also watch each other. accompanies him. In Justitian’s Ambassador's Quarter,
EQUIPMENT: - he and all higher-ranking Hellvetics are treated especially
well and live in a gaudy mansion. The Subaltern negotiates
3 - MEDIC resource shipments with Neolibyans and Scrappers to keep
PREREQUISITE: INT+Medicine 7; INS+Empathy 4; the Alpine Fortress well stocked. Considering the trust
Authority 2 grown over the years, his Allies Background can also refer
RESULT: Held in high regard in the cantons. Gets a +1D to Neolibyans and Scrappers.
bonus on all Psyche and Charisma rolls in the hinterland. EQUIPMENT: -
However, his influence in the Alpine Fortress rises as well:
(+1) Authority. 5 - FIELD OFFICER
EQUIPMENT: Smoke and Shock grenades; field kit PREREQUISITE: Allies 3; Authority 5; Renown 4
RESULT: The Field Officer stands at the map table with
3 - GENIE the Corps Commanders and knows the next intended
PREREQUISITE: BOD+Force 6; AGI+Navigation 4; AGI+- steps towards restoring the Hellvetic Confederation ((+1)
Crafting 6; INT+Engineering 6; INT+Science 6; Secrets). On federal territory, he can give orders and can
Resources 2 treat civilians under military laws and judge them: when
RESULT: A Genie has experience in building fortifications. dealing with Hellvetic civilians, he can use his Authority
When his comrades dig in before the fight and he can in- as bonus dice on PSY+Domination. This bonus does not
spect and upgrade the fortifications, Active and Passive apply in regions that have turned their backs on Hellvetica.
Defense rise by +1D and (+1) as long as the troops are fight- Instead, a failed Action roll can lead to an uprising.
ing from cover. The Genie gets (+3) Resources when re- EQUIPMENT: -
questing heavy bulldozers.
EQUIPMENT: Heavy Duty Harness with heavy lifting 6 - CORPS COMMANDER
module PREREQUISITE: The position must be free (meaning one
of the four Corps Commanders has died or stepped down);
3 - FORAGER Allies 5; Authority 6
PREREQUISITE: INT+Artifact Lore 6; CHA+Negotiation RESULT: The Corps Commander has the high command
6; CHA+Conduct 4; Resources 3; Renown 3; Network 2 of one of the four Territorial Regions. No one is higher-
RESULT: With his uplink computer, the Forager accesses ranking than he is: his orders surpass even the Doctrine
central storage and the section computers. To order am- and the law. He can request units, can order new bridges to
munition or other equipment (excluding Harnesses and be built, can close down passage tunnels, and can demand
their upgrades, Trailblazers, and vehicles), his Resources the conquest of former Confederation territory.
rise to (6). As quartermaster and purser, he is close to his EQUIPMENT: -
comrades. He can shut his ears (which gives him Renown
(+1)) or make mental notes on every dirty story ((+1) Se-
crets). Only one can be active at a time, but it is permanent
as long as the Forager plays his role accordingly.
EQUIPMENT: Forager-Uplink

POTENTIALS

A S S A U LT up a dossier of information to send back to the Alpine POTENTIALS // HELLVETICS
PREREQUISITE: Primal Fortress.
A Harness bursts into motion, breaks from cover, jumps The Hellvetic is a master of subversion and lies. He
over rocks, keeps getting faster, mud splashes under gains +1D per Potential level on all CHA or PSY rolls to
thundering boots. The Hellvetic screams, “After me!” deceive others, along with an additional (1) Network per
Then he hits the enemy lines. Potential level.
A Hellvetic leads his squads by example, charging into
battle. If he manages to achieve (2) Triggers on an Attack FORCED MARCH
roll, all of his squadmates attacking after him in the same Those who follow the Forced March Doctrine adapt their
Round add +1D per Potential Level to their own Attack movements to better match the rigid construction of their
rolls. Only usable in the first Combat Round. armor, their bodies moving in sync with the steel joints of
their Harness.
SHIELD WALL The encumbrance of the Harness decreases by (1) per
From the strategic safeguard of the cantons to the tactical Potential Level.
Shield Wall Doctrine, Hellvetics are the protectors of
humanity. DISCIPLINE
Those who commit to the Shield Wall Doctrine PREREQUISITE: Focus
learn to obstruct attacks on others with their bodies and A Hellvetic’s mental and physical strength are only partly
Harnesses. In combat, the Hellvetic can decide to guide the result of his character or his equipment. Iron discipline
attacks against a comrade towards himself. can forge even the most cowardly man into a textbook sol-
The Hellvetic diverts an attack against a comrade dier. Some of these eventually go even further.
within his movement distance, taking the blow himself.
Against Melee attacks he must succeed on a PSY+Reaction Any battle can be won if enough bodies are thrown
(4) roll, for Ranged Combat attacks the Difficulty rises to (6). against the enemy. Only when outnumbered does the
He gets +1D on the roll per Potential level. If the Hellvetic Hellvetic soldier truly prove his worth.
is in melee with the Trailblazer’s bayonet mounted, he can Hellvetics gain +1D Mental Defense per Potential level
use the Triggers from the roll to counterattack using his when outnumbered.
Trailblazer's bayonet.
MORALE
I N F I LT R AT I O N Any battle can be won if enough bodies are thrown against
Information wins wars. Hellvetics committed to the the enemy. Only when outnumbered does the Hellvetic
Infiltration Potential are trained to mingle with civilians, soldier truly prove his worth.
finding subversive ringleaders and rebellious firebrands. Hellvetics gain +1D Mental Defense per Potential level
They get close to the important people, and slowly build when outnumbered.

DIEI N M O D E R N W A R . . .
DOGYOU WILL
LIKE A
  F O R N O G O O D R E A S O N .

[ H E M I N G W AY ]

PO T ENT IA L S / / HEL LV ET ICS 57

RANK 4 EXECUTIONER

3 PROTECTOR BLACK JUDGE
4 EXECUTIONER

1 VAGRANT 2 CITY JUDGE 5 HIGH JUDGE 6 SENATOR 7 SUPR. JUDGE RANKS // JUDGES

3 ADVOCATE 4 AASRSBEISTSEORR
ASSESSOR
5 COMMISS.

1 - VAGRANT 4 - BLACK JUDGE
PREREQUISITE: - PREREQUISITE: BOD+Melee 8 or AGI+Projectiles 8;
RESULT: During the first years, the Vagrant will not leave AGI+Stealth 8; PSY+Cunning 6; Authority 3; Allies 3
his mentor’s side (Allies (+1), bonuses lost as soon as the RESULT: Only Senator Rutgar knows the identiy of his
Vagrant passes the test and becomes a City Judge). Black Judges. The Judge takes off his regalia, steps into the
EQUIPMENT: Lessons, a booklet with writing and reading shadows, and works as an undercover assassin for Rutgar
exercises, personal notes to delinquents, and experiences, from now on.
as well as some ideas for new laws He becomes intimately acquainted with the world of
infamy as he hunts down corrupt Judges (Secrets (+1)).
2 - CITY JUDGE EQUIPMENT: Radio with preselected frequency (to receive
PREREQUISITE: INT+Legends 4; BOD+Melee 6; Rutgar’s missions); any Tech IV weapon with two level 1
CHA+Expression 4; CHA+Conduct 4 upgrades or one level 2 upgrade; alternatively, he can have
RESULT: The City Judge can hear and judge simple crimes; the Steel Masters at Justitian upgrade a weapon he owns;
capital offenses remain reserved for Protectors and +2D rounds per month
Advocates, though. He is mostly used as a watchdog in areas
of crisis. If he manages to incorporate a settlement into 3 - ADVOCATE
the Protectorate, he can become Justitian’s representative PREREQUISITE: CHA+Expression 6; CHA+Negotiation
there and demand tithes. Depending on the size of the 6; INT+Legends 6; Authority 2; Resources 2
settlement, his Resources rises from (+1) (Scrapper camp) RESULT: Can dispute the Judgments of Protectors or Ex-
to (+4) (city with several thousand inhabitants). ecutioners ((+2) on Authority when dealing with Protec-
EQUIPMENT: Judgment hammer; leather coat; hat; Codex tors).
(cowhide cover, simple print) EQUIPMENT: Codex (Special Edition, annotated and with
a glossary, brings +2D on CHA+Expression when making
3 - PROTECTOR Judgments)
PREREQUISITE: AGI+Navigation 6; INT+Focus 6 or
INS+Primal 6; PSY+Reaction 6; Allies 2 4 - ARBITER
RESULT: Protectors are a sworn bunch. They get Allies (+2) PREREQUISITE: PSY+Faith 6 or PSY+Willpower 6;
when dealing with other Judges who have chosen the path CHA+Expression 8; Authority 3; Resources 4
of the Protector. Protectors know every nook and cranny RESULT: Advocates may be able to contradict the will of a
of the Protectorate. They can rely on their network of scum Protector or Executioner, but Arbiters are insurmountable
when looking for delinquents, informers, and other small mountains of the law. No one knows more about the
fry ((+2) Network for this purpose, the bonus does not apply Codex than they who have written part of it ((+3) Authority
when they have to find influential criminals, like Ravens). when dealing with Protectors).
EQUIPMENT: Judges’ musket; +1D rounds per month;
horse (gaited) Most Arbiters, male or female, come from the old
Advocate families—or have married into them. Until
4 - EXECUTIONER they have formed a link with one of these families, their
PREREQUISITE: BOD+Toughness 6; PSY+Domination 6 Authority in Advocate circles decreases to (0). Once
or CHA+Leadership 6; Renown 3 the union is formed, Resources and Allies permanently
RESULT: Executioners are legends, well known for their increase by (1).
flaming ire and unerring righteousness. You better not get EQUIPMENT: -
on their bad side (Network (+1)). In the Protectorate, they
eat and sleep for free. Corrupt Executioners temporarily 4 - ASSESSOR
get (+2) Resources for giving certain people or cases a wide PREREQUISITE: INS+Perception 8; PSY+Domination 6 or
berth. If they do that, they always risk a Commissioner CHA+Negotiation 6; Allies 1; Network 2
or Black Judge noticing. Executioners who are true to RESULT: An Assessor works for a Commissioner and
the Codex can use the other Cults’ Allies when fighting a helps him to come to an ultimate judgment. In many
common enemy. cities, he is under the protection of the Ravens—if he is
EQUIPMENT: Horse (Charger); +2D rounds per month careful enough.
EQUIPMENT: +1D rounds per month

RA NK S / / J U DGE S 59

5 - COMMISSIONER 6 - SENATOR
PREREQUISITE: PSY+Domination 10 or CHA+Negotiation PREREQUISITE: Open seat in the Protectors’ or Advo-
10; INS+Empathy 6; Renown 4; Network 4; Allies 2 cates’ Senate, depending on alignment; CHA+Expression
RESULT: A Commissioner without his informants and 10; Renown 6 or Resources 6
Assessors is nothing. They observe suspects for him and RESULT: When a High Judge becomes a Senator, he fulfills
gather information. He does not know many limits: he has representative tasks in the Protectorate and in allied cities
free access to the Chroniclers’ Alcoves, and can even gain like Cathedral City. He tables new bills and votes on them.
access to the Cluster and use the records of the Sensoriums The Advocate families especially support Senators finan-
installed all over Justitian and in some Protectorate cities. cially, and they in turn make selected Arbiters High Judges
EQUIPMENT: +2D rounds per month or High Judges Senators. If a Senator agrees to this, his Re-
sources rise by up to (2) points. However, he will have to
5 - HIGH JUDGE face the fact that one day the flood of appointments could
PREREQUISITE: Allies 5; Authority 4; Resources 4 potentially raise the interest of a Commissioner, or that
RESULT: High Judges are the highest rank of Judges who one day a Black Judge might receive a transmission men-
still mingle with the people. A High Judge can act inde- tioning his name...
pendently from the Judges’ decisions, can enter and search EQUIPMENT: -
every house in the Protectorate, and can temporarily re-
quest that an Executioner guard him. He can send mes- 7 - SUPREME JUDGE
sages to the citizens over the speakers installed by the PREREQUISITE: Archot has to step down; Renown 6 or
Chroniclers in Justitian and the city’s surroundings. The Secrets 6
Paper Factory in Justitian prints warrants and propaganda RESULT: All Judges dance to the tune of the Supreme
approved by the High Judges and distributes both in the Judge. He is free to ignore the Senates’ decisions: he makes
Protectorate for them. the call on whether there is war or peace. Everyone wants
EQUIPMENT: Horse (Judge's horse); +3D rounds per to please him (Allies (6)).
month EQUIPMENT: -

P O W E RYOU ONLY HAVE OVER PEOPLE
SO LONG AS YOU DO NOT TAKE EVERYTHING AWAY FROM THEM.
 
,
E V E R Y T H I N G HOWEVER, WHEN YOU‘VE ROBBED A MAN OF
POWERHE‘S NO LONGER IN YOUR
- HE‘S FREE AGAIN.

[ALEXANDER SOLSCHENIZYN]

POTENTIALS

FIAT LUX JANUS FACE POTENTIALS // JUDGES
PREREQUISITE: Renown 4 Judges spend all their lives dealing with scum. It would
Lies hide in darkness, light reveals the truth. The Judge is take only a small step out of the light to move into the
a blazing paragon of lawfulness and incorruptibility, and darkness. Some use this experience to delve into their op-
the people around him know it. The bad ones among them ponents’ minds and preempt all of their actions.
are skittish, they blink too often, their movements are A Judge with Janus Face puts himself into his opponent’s
nervous, their shoulders rigid. The Judge sees all of these position in battle. To do so, he rolls INS+Empathy against
signs, he feels every lie - and he is already deciding upon the his opponent’s PSY+Willpower/Faith. If the Judge’s roll
punishment. succeeds, he has looked through his opponent. The Judge
When dealing with scum in general—and especially gets a +1D bonus per Potential level to all Attacks and
with Apocalyptics—the Judge gets a +1D bonus per Defenses against the target for the rest of the battle.
Potential level to seeing through deception, along with
+1D Mental Defense. LY N C H L AW
The Judges have been controlling the people for so long
S TA M P E D E that they know exactly which buttons to push to bring
Sometimes violence is the only option. The Judge bows their anger to a boiling point.
his head, kicks off with his back foot, and surges into A Judge with this Potential can gather a mob and in-
motion. The wind tears his hat away, but he does not look cite it against his target: when doing so he adds +1D to
back, instead pushing his head into the flow. He holds his CHA+Leadership per Potential level.
Hammer in both hands: one under the hammerhead, the
other at the end of the shaft. His enemy is only two steps STEEL THUNDER
away. He raises the Hammer as if blocking with a quarter The hammer is heavy, but with training it can be swung
staff, feels the impact, puts all his weight into it, sees and upwards with one hand like a pendulum. One more step,
feels the spray of spittle, and passes through. Behind him, the arm circling easily, and it comes down again, only to
he hears the body crash into the ground. His comrades will rise up once more with even more momentum. Even a
handle the rest. trained Judge cannot keep this up for long. Moreover, the
The Judge launches himself at an enemy for (1) full side of the body that faces away from the hammer hand
Combat Round. He rolls BOD+Force + his Potential level would be an easy target, if the Judge did not carry a musket
in dice. If the Attack roll is successful, his target falls to the in his other hand to fire on his opponents from a short
ground and cannot move for (1) Combat Round. distance.
In spite of its drawbacks, some Judges still use this
HAMMER BLOW technique: a double hit with hammer and bullet usually
The Judgment hammer is unwieldy and heavy. Vagrants ends the combat.
ignore its symbolic value and complain that they can A Judge using a Judgement hammer may choose to use
barely hold their ground against the enemies of the Judg- the Steel Thunder technique when making an Attack roll.
es with this archaic, clumsy weapon. They have no idea. They take a -4D penalty to Handling on their subsequent
Those who find themselves wielding the Judgment ham- Attack rolls, until they stop using the technique. The
mer soon learn to harness the brute force that is in every penalty is reduced by (1) per Potential level. If the attack
blow: their hands slide across the shaft, controlling and hits, any Triggers rolled count for (2) extra Damage each.
redirecting the centrifugal forces. With the correct tech- Until the Judge’s next turn after ceasing the Steel Thunder,
nique, the hammer is as easy to use as a sword, without his Passive Defense is reduced to (1).
losing its impact.
The penalty caused by the special ability “Impact” is
reduced by (1) per Potential level.

PO T ENT IA L S / / J U D GE S 61

RANK 2 HUNTER

1 SCOUT 2 HUNTER 3 TRIBAL WAR. 4 CHIEFTAIN 5 CHAMPION
2 GATHERER 3 SHAMAN 5 FOUNDER
RANKS // CLANNERS
1 - SCOUT and executing the Clan’s laws (+2D to INT+Legends).
PREREQUISITE: - EQUIPMENT: Bone necklaces; talismans; oracle stones;
RESULT: Scouts the enemy and secures the Clan’s borders. at Tech Level > II, books of law, contracts, and the Clan’s
The Scout gets +1D on all Attack rolls when defending the mark in iron or stone
Clan.
EQUIPMENT: Primitive club; sling; if Tech Level >II, 4 - CHIEFTAIN
musket or flintlock pistol PREREQUISITE: The old Chieftain must step down;
Authority 5; Allies 5; Resources 3
2 - HUNTER RESULT: Once a mundane warrior or a spiritual leader,
PREREQUISITE: BOD+Stamina 4; AGI+Projectiles 6; the Chieftain will continue his path as a solitary authority
INS+Survival 6 figure. He leads campaigns or solidifies the relations
RESULT: Within his Clan’s domain, the Hunter gets +2D between neighbors and expands the village.
to finding prey. His local knowledge is enormous (+2D to EQUIPMENT: The Clan’s preferred weapon, upgraded
AGI+Stealth). once; the symbol of his rule is a headdress, mask, helmet,
EQUIPMENT: Traps; spear; bow or, if Tech Level >III, or armor and signet ring
hunting rifle

2 - GATHERER 5 - CHAMPION
PREREQUISITE: CHA+Negotiation 4; CHA+Conduct 6; PREREQUISITE: BOD+Force 8 or CHA+Arts 8; Combat
INS+Orienteering 6 or Engineering Skill 10, Renown 6
RESULT: The Gatherer knows the land, knows when and RESULT: Only brute force and cunning count in primitive
what it produces (+2D to searching for berries and roots) and Clans. Those who excel and bring victory to the Clan
when to buy from merchants. Gatherers maintain diplomatic become Champions, and the Clan will forever remember
relations with other Clans and thus protect the peace. them. The Shaman praises the Champion’s legendary
EQUIPMENT: Simple maps on leather (+1D to strength, and the Tribal Warriors aspire to be like him. In
INS+Orienteering) more advanced communities (Tech Level >II), engineers
and artists can achieve this ultimate praise, too, and give
3 - TRIBAL WARRIOR the Clan direction, leading by example. Whether cultivated
PREREQUISITE: BOD+Melee 8; AGI+Projectiles 6; or primitive, though, the champion has full access to all
BOD+Brawl 7 or at Tech Level >II AGI+Crafting 7; Renown 3 Resources of the Clan (Resources (6) within Clan).
RESULT: In a warlike Clan, the Tribal Warrior gets (+2) EQUIPMENT: -
Authority. The Gatherers and Hunters feed him: it is his
job to train daily and spar against the other warriors of the 5 - FOUNDER
Clan. At a higher Tech Level, his is the role of technician PREREQUISITE: Has unified the families to form a Clan;
and master of arms. CHA+Leadership 10, CHA+Conduct 10 or PSY+Domina-
EQUIPMENT: Sword or other melee weapon; at Tech tion 10; Authority 6
Level >III, automatic or pump-action rifle RESULT: Whether through combat or through diplomacy,
the Founder has unified several Clans, stoking the melting
3 - SHAMAN pot and creating a sterling alloy. A new Clan was born. The
PREREQUISITE: CHA+Negotiation 7; INT+Legends 8; Founder thus commands a power that brings him into
INS+Empathy 7; Secrets 3 conflict with the established Cults. He is much in demand,
RESULT: The Shaman fights with fate for his Clan’s and diplomats and assassins alike accost him. His every
future. He blesses talismans, captures ancient spirits and decision can shake foundations that have been built up
divine forces in tattoos (bringing +1D to PSY+Faith), and over centuries.
spiritually prepares the warriors for their death in battle. EQUIPMENT: The symbol of his rule is a special weapon
At Tech Level > II, the Shaman turns into a Sage, keeping or a holy item

RA NK S / / C L A NNE R S 63

THE WORLD OF THE CLANS

Nomad families, sedentary farmers, tribes: they all count WORLDVIEW
as Clans. If a Player decides to play a Clanner, he has a What does the Clan believe? How does it see the world and
world of choices. There are thousands out there. The humankind’s place in it?
Player can choose from among the tribes (see Chapter 10,
“From Hell”), or he and the Game Master can use their cre- 1-2: ANIMISM: There are demons and spirits in every
ativity and invent a new Clan. The following paragraphs stone and every tree. Omens and evil portents direct the
provide some ideas on how to do that. If you are feeling daily schedule. These Clanners are frightened souls fleeing
brave, you can also let the dice decide: all suggestions are from the supernatural din to the light of campfires. They
provided with dice numbers. worship their ancestors and ask for their help with small
sacrifices. Shamans direct every action, judging and con-
Each paragraph lists a Skill. These Skills replace those demning. Usually not found in combination with a Tech
that you would otherwise take from the list of Cults. If you Level > III.
roll or choose the same Skill several times, the Cult bonus CULT-BONUS: (INT) Legends
stays at (+1)—the Player or Game Master should look for
another Skill that also makes sense. 3-4: THEISM: God created the world. What could be more
important than the teachings of his prophets? Laws are
TECH LEVEL based around religious dogmas; heretics are banned from
How advanced is the Clan? Does it have a firm grasp on the community or severely punished.
technology and sciences, or does it sacrifice a bowl of milk CULT-BONUS: (PSY) Faith/Willpower
at the ancestors’ stone after a thunderstorm?

1: TECH I: The Clanners wander the land in extended fam- 5: ENLIGHTENMENT: Faith becomes a personal world-
ilies as hunters and gatherers. They use simple tools made view. Priests do still exist, but man is now the center of the
from bones, stones, wire, and planks. They watch the Cults community. The Bygone teachings are considered truths;
with distrust, fear the Chroniclers, and consider the Judg- the old books are venerated and examined. There is a lively
es’ muskets the stuff of demons. culture of discussion.
CULT-BONUS: (INS) Survival CULT-BONUS: (CHA) Negotiation

2-3: TECH II: The families have become sedentary, harvest- 6: WORLDLY, RATIONAL: Faith in God is superstition.
ing tubers and tending herds. They hide behind palisades The Clanners know the cycle of nature and have accepted
or walls and live in simple huts. Warriors and shamans are evolution as the only true theory. Rarely found in combi-
no longer the most important people within the Clan. Ar- nation with Tech Level I.
tisans and merchants are respected for their contributions, CULT-BONUS: (INT) Science
too. Traditions are kept alive.
CULT-BONUS: (BOD) Stamina FORM OF GOVERNING
Who rules the Clan, and what does that mean?
4: TECH III: The smithies are working day and night pro-
ducing everyday household items, as well as rifles and can- 1-2: RULE OF A SINGLE PERSON: One Clanner rules the
nons. Culture has become more central: people discuss family as autocratic leader. He can be a Chieftain, a tyrant,
theological and philosophical questions. The importance or a monarch. He may let his oldest son inherit his office
of morals and ethics trickles into people’s minds. and thus found a dynasty. He commands soldiers who stop
CULT-BONUS: (AGI) Crafting every uprising as soon it begins.
CULT-BONUS: (PSY) Cunning
5: TECH IV: At night, the chains of light burn in the set-
tlements; the generators rumble. Electrical capacitors 3-4: RULE OF THE FEW: A supposed elite dissociates it-
simplify life, and nobody would want to miss them. The self from the rest of the Clan with its clothing, training,
Chroniclers are still awe-inspiring, but no one considers weaponry, or sex. They choose a leader from amongst
them gods anymore. themselves. Those who are not born into this ruling caste
CULT-BONUS: (INT) Engineering have no possibility of getting ahead.
CULT-BONUS: (PSY) Deception
6: TECH V: The Clan has survived centuries hidden away
without waking the Cults’ covetousness. Its ancestors had 5-6: RULE OF MANY: All Clanners have the same rights
thought of everything, had stored knowledge and techni- and vote on distribution of land, military campaigns, etc.
cal equipment. Bygone thinking machines direct the daily They elect officials to judge and rule. Everything happens
schedule, monitoring the family members’ performance. in the name of the Clan.
CULT-BONUS: (CHA) Conduct CULT-BONUS: (CHA) Negotiation

CULTURAL IDENTITY denly, it is important if a Clanner comes from the line of WORLD OF THE CLANS // CLANNERS
What is important to the Clan? Where does it see its roots? the leader’s brother or is descended directly from the an-
How does it remember the past that they have moved on cestor himself.
from? The Clan’s lands and holdings are vast, but still it is
constantly on the lookout for new places to settle - there
1: IMPORTANT HOLY SITES: A sacred site where ances- must always be more space for the family.
tors are buried, a stele with inscriptions, a cliff of sacrifice, CULT-BONUS: (CHA) Leadership
the battlefield where the Clan won its greatest victory or
suffered its worst defeat: these places are worshipped and 6: TRIBE: Many big Clans have melded together, be it
prominent in rituals. Even Clans with a rational worldview through negotiation, necessity, or conquest. Fights for
see them as part of their cultural heritage. power take place on a daily basis. A large tribe always poses
CULT-BONUS: (INS) Orienteering a threat to other Cults and Clans as it expands into foreign
domains, not every member of the tribe can behave.
2-3: FOUNDING PLACE: Centuries ago, survivors of the CULT-BONUS: (CHA) Negotiation
Eshaton gathered in a misty valley and decided to trek on
together. Everything began here. The Clan’s cradle does RESOURCES
not have to be a real place, but is often a mystical part of What makes the Clan rich? Does it control valuable re-
a religious world view: The Clan came from an egg, was sources or steal from other Clans and Cults?
thrown to the earth by lightning, or rose from a lake.
CULT-BONUS: (PSY) Faith/Willpower 1-2: CATTLE: The Clan has rich hunting grounds; herds
of mammoths or cattle wander through its territory; boars
4: TEXTS: Knowledge of the past carries the Clan through and deer hide in the thicket of the woods. Sedentary Clans
a stormy world. It worships the old texts, and every genera- build houses on the lakeshore or next to a river that is rich
tion adds new books to the collection. in fish or trilobites, while others break open mud vents,
CULT-BONUS: (CHA) Expression harvest insects, and roast them.
CULT-BONUS: (INS) Taming
5-6: LEGENDARY LEADER: The Clan remembers a great
hero. He led the people to the Promised Land or vanquished 3: MINES: Tunnels cut deep into hills and mountainsides:
the greatest menace. Every young Clanner will have to com- Clanners drag coal, niter, or other minerals out from the
pete with his heroic deeds. depths of the earth that are then traded to Justitian or an-
CULT-BONUS: (BOD) Melee other city.
CULT-BONUS: (BOD) Force
SIZE
Do only a handful people gather around the elder, or do 4: RUIN FIELD: The Clan has settled down in the ruin field
thousands raise their fists to the sky when he sounds the and has been exploiting it for centuries. There are conflicts
call to battle? How large is the Clan? with Scrappers on a daily basis.
CULT-BONUS: (INT) Artifact Lore
1: FAMILY: One, maybe two dozen people, all related. The
blood has grown thin. Those who want to marry look for a 5: BUNKER: The Clan lives in an ancient bunker, feeding
bride or groom in an allied family or a city. from its centuries-old provisions and armed with Bygone
CULT-BONUS: (BOD) Toughness rifles.
CULT-BONUS: (AGI) Projectiles
2-3: EXTENDED FAMILY: The Clan consists of more than
100 people, all of whom want food. Everyone has a job to 6: RAID: The Clan survives by raiding farms and convoys.
do, and laziness is punished harshly. Competition is a part The Cults will be unable to tolerate this for much longer,
of life even for the youngest: no one wants to go get water something must be done.
or empty the latrines. The older ones fight for leadership. CULT-BONUS: (AGI) Mobility
Only good organization and time-honored rules can keep
the extended family together. POTENTIALS
CULT-BONUS: (PSY) Cunning The Clans have no Potentials of their own. They use the
Common Potentials—or develop their own ones. See
4-5: LOCAL POWER: Somehow, all are related to each Chapter 10, “From Hell,” for many examples of Clan-spe-
other, either by marriage, by abduction, or by blood. Sud- cific Potentials and powers.

WORL D OF C L A NS / / C L A NN E R S 65

RANK 5 CAVE BEAR

3 FOX 4 LONE WOLF 5 CAVE BEAR
5 LEGEND
3 MECHANIST 4 MANUFACT. RANKS // SCRAPPERS
5 OFFICER
1 MOUSE 2 BADGER

3 SCAVENGER 4 ALPHA WOLF

3 CARTEL THUG 4 APPRAISER

1 - MOUSE with them by paying 30% more and offering him a place to
PREREQUISITE: - sleep in Tech Central. Not too clean, not too cozy—they do
RESULT: The Mouse works for an older Scrapper. The old not want him to get into mischief.
one owns the Chronicler Drafts, but he makes sure that at
the end of the day the Mouse gets a meal for all his hard In cities, he negotiates eye to eye with Ravens, and many
work. If this does not work, the Mouse is quickly gone. of them owe him a favor.
There is always someone else.
EQUIPMENT: Rope; compass; periscope  His cave in the wasteland is a death trap for intruders:
they encounter a labyrinth of secret passages, have to deal
2 - BADGER with false doors and stumble into booby-traps and bear
PREREQUISITE: INS+Perception 4; INS+Survival 6 traps. The Cave Bear gets +4D to Active Defense rolls and
RESULT: A Badger must survive alone. He has devised a (+3) to his Passive Defense in his cave. He spends even more
rune, his personal symbol. If he scratches it on ruin walls time with his weapon: the number of slots rises by another
together with hints that warn against dangers, his Renown +1.
will rise over the months, but never above (3). EQUIPMENT: -
EQUIPMENT: Shotgun or Hunting Rifle
3 - MECHANIST
3 - FOX PREREQUISITE: INT+Engineering 6; AGI+Crafting 7;
PREREQUISITE: PSY+Cunning 6; INS+Survival 6; Resources 2
INS+Orienteering 6 RESULT: People with technological knowledge are in high
RESULT: The ruins offer the kind of freedom he has not demand and can get rich quickly (Resources (+1)). When dis-
found in the cities. They are his home, and there is no mantling artifacts, he gets 50% more raw materials.
place the Fox knows better: +2D to all rolls to collect scrap. EQUIPMENT: Toolkit (+1D to AGI+Crafting per level)
He maintains at least one foxhole in the wasteland to store
artifacts and scrap. He gets a bonus of +2D to all Defense 4 - MANUFACTURER
rolls in his warren, and his Passive Defense rises by (2). PREREQUISITE: Equipped workshop in the Technical
EQUIPMENT: Marvel (special Scrapper weapon); carrying Center or in Syracuse; INT+Engineering 10; Renown 5;
rig; hoe Resources 4
RESULT: The workshop can be his refuge, guarded by
4 - LONE WOLF traps, complex lock mechanisms, or guards: +4D to AGI
PREREQUISITE: INT+Artifact Lore 6; AGI+Crafting 6; +Crafting if the Manufacturer works in the workshop. He
INS+Perception 6; Renown 4 can also open it up for other Manufacturers and in return
RESULT: He has spent more time with his Marvel rifle than receives access to their workshops: +2D to AGI+Crafting
with any human: its number of potential upgrades rises by in his own and in other workshops. When refining techni-
1. The Lone Wolf has heightened senses: +1D to all rolls to cal scrap, the Manufacturer needs only half the amount of
collect scrap. His territory is vast, and he knows it like no scrap in his own workshop.
one else: if he has to escape from danger in his territory, he EQUIPMENT: Keys the length of his lower arm that open
gets +2D on AGI+Stealth and BOD+Athletics. the doors to others’ workshops, worn around the neck on
EQUIPMENT: - a cord

5 - CAVE BEAR 3 - SCAVENGER
PREREQUISITE: BOD+Toughness 8; INS+Survival 10; PREREQUISITE: Authority 2; Allies 2; Network 2
Renown 5 RESULT: Scavengers add together what they have: (+3) Re-
RESULT: Cave Bears are rare guests in the Chroniclers’ Al- sources on getting heavy machinery to retrieve artifacts
coves. Nevertheless, what they put on the tables is special: (tractor rigs, pneumatic metal shears). They always shelter
the Chroniclers make sure that the Cave Bear is satisfied and break bread with each other.
EQUIPMENT: Crusher

RA NK S / / S C RA PPE R S 67

4 - ALPHA WOLF and they (almost) always leave him alone: he only has to
PREREQUISITE: CHA+Leadership 8; Authority 4; give a tenth of what the Chroniclers pay him to the Ap-
Network 4; Allies 4 praisers. He can look for scrap in ruin fields taken over and
RESULT: Scavengers do not only share their equipment, guarded by the Cartel unmolested. The Cartel now backs
but also their hatred for the Cartel—and an Alpha Wolf him: Allies (+2) within the Cartel.
knows how to use this: when the time comes to get even EQUIPMENT: Heavy leather apron
with Bosch’s troops, Allies rises to (6). Alpha Wolfs are held
in high regard far beyond their Cult’s borders and can equip 4 - APPRAISER
themselves with their Resources Background from Judges, PREREQUISITE: CHA+Negotiation 7 or PSY+Domination
Spitalians, Chroniclers, and Hellvetics. Only the weapons 7; INT+Artifact Lore 6; Authority 3; Allies 2
and armor typical for those Cults are unavailable to them. RESULT: The Appraiser can negotiate with the Chroniclers
EQUIPMENT: - for other Scrappers and gets 20% of the profit in return.
Appraisers are infamous and feared for their tough meth-
5 - LEGEND ods. Many have invested Drafts in good relationships to
PREREQUISITE: Has cut his rune into the wall of runes at Judges. An Appraiser has access to Judges with his Allies
Syracuse; Resources 4; Renown 6 Background.
RESULT: If a Legend allows it, several Scrappers will join EQUIPMENT: Revolver or another heavy sidearm
him or her. Though they can leave anytime they want,
they will try to fulfill their idol’s wishes. Apocalyptics offer 5 - OFFICER
special conditions in their establishments to Legends: ev- PREREQUISITE: CHA+Negotiation 9 or PSY+Domination
erything is at 50% off, and the Magpies are clean. In the Al- 9; PSY+Cunning 6; Authority 5
coves, a Legend does not have to wait. In fact, the Chron- RESULT: Squeezing or gifts? If the Officer decides to
iclers send a Mediator who introduces himself as the squeeze the Appraisers subordinate to him, his Resources
interface (personal contact) to write down the Legend’s rise by (+4). If he does not exploit his power but instead
story. Moreover, a Legend has access to the Chroniclers’ plays with his subordinates’ expectations and hopes,
stores up to a Resources maximum of (4). This includes he can be sure that they will be grateful, and he gets
Streamer Gloves. Allies (+4).
EQUIPMENT: - Officers have to report to Bosch, the Cartel leader, reg-
ularly. This is not a pleasant task, for Bosch is an irritable
3 - CARTEL THUG dwarf who sprays poison in all directions, and he does not
PREREQUISITE: - behave any better towards his Officers.
RESULT: A Cartel Thug has the Cartel symbol tattooed on EQUIPMENT: -
his forearm. This serves as his passport for the Appraisers,

K I L L E RHE WAS A , A THING THAT PREYED,

A L O N E , L I V I N G O N T H E T H I N G S T H A T L I V E D , U N A I D E D ,
B Y V I R T U E O F H I S O W N S T R E N G T H A N D P R O W E S S ,
S U R V I V I N G T R I U M P H A N T LY I N A H O S T I L E E N V I R O N M E N T
S T R O N G W H E R E O N LY T H E
S U R V I V E . 

[ J A C K L O N D O N ]

POTENTIALS

THE MOB They get the additional armor “Tough Flesh,” with an POTENTIALS // SCRAPPERS
Apocalyptics rob them blind, Judges harass them, Armor rating equal to the Potential level.
Chroniclers cheat them, Jehammedans spit at them, Clans
chase them away—but at some point, enough is enough. NITRO
They cry out their anger, they throw accusations, and they PREREQUISITE: Primal
hit a nerve. People gather around them, recognizing their Buried deep beneath old habits, learned fear, and fight
own fate and nodding agreement. The shouting begins, or flight reflexes, a rage against this eternal cowardice
faces red with anger. The first “Fuck them up!” rings out, smolders. Nitros have uncovered many artifacts in their
but there are more to come. A storm is brewing. lives, but in their digging they’ve also discovered this
In a Conflict with another Cult’s representatives, the hidden hatred. Since then, it’s been lurking beneath the
Scrapper can mobilize the masses with a CHA+Leadership surface, waiting to break out like a firestorm and devastate
roll, getting +1D per Potential level. His opponent can try those who look down on the Scrapper as just a simple
to calm the mob in a Conflict with CHA+Expression. If hauler digging in the dirt.
the Scrapper wins, he commands the pack. He has to bark The Scrapper can let his explosive anger take over for
orders with serious consequences using CHA+Leadership. the first Combat Round, gaining +1D per Potential level to
Here, the Difficulties range from (2) (“Go there”) to (6) (“Cut his Attack rolls.
down the Judges”).

R AT TRUFFLE PIG
PREREQUISITE: PSY+Cunning 6 The good Scrappers keep finding artifacts that make the
Scrappers survive because they know how to avoid Chroniclers all skittish as they count out thick sheaves of
trouble. The Rats among them look for trouble, but still Drafts. Bad Scrappers can only barely earn more than the
they blend in with the crowd and can pull off almost scrap value of what they find. Maybe it is because they do
anything. Robbing a merchant? The finger points to an not speak the language of the ruins that they do not read
innocent Clanner in a fur cape. An instant later, he goes the signs.
down under the bulky body of a Judge. The Rat shakes his Scrappers with Truffle Pig have a sixth sense for
head as he hides his loot under a heavy coat, slinking back artifacts and traps. They gain a +1D bonus per Potential
into the crowd. level to INS+Perception when searching for scrap or traps.
Rats are always innocent, or at least no one can prove
otherwise. When covering up their deeds, they get +1D per DARWIN
Potential level to the Action roll. Down in the ruins, evolution is a cruel ruler. Only the
strongest claw their way back out. The best of them are
TOUGH DOG the Darwins. Whether through sheer luck or absurd feats
PREREQUISITE: BOD+Toughness 6 of strength, they keep escaping even the most desperate of
People kick and torment the Tough Dogs, but they only situations. A Darwin is an artist of survival who gets a +1D
bite back, yelling, “Is that all you’ve got, you wimps?” They bonus per Potential level on any potentially life saving Skill
can take quite some punishment, and count on their in a seemingly lost situation.
enemy to tire. “Hah, you weak assholes!” If he survives, his Renown rises by (1), to a maximum
Tough Dogs can take more punishment than others. value of (4).

PO T ENT IA L S / / S C RA PP E R S 69

RANK 5 GREAT HUNTER

4 SEAFARER CARTOGRAPH.
5 GREAT HUNTER

1 APPRENTICE 2 SCRIBE 3 MERCHANT 4 MAGNATE SHEIKH RANKS // NEOLIBYANS
5

RAIDER

4 AMBASSADOR 5 WAZIRI
CONSUL

1 - APPRENTICE 4 - SEAFARER
PREREQUISITE: - PREREQUISITE: Merchant ship; AGI+Navigation 6;
RESULT: The Apprentice leaves the scriptorium only on his INT+Legends 6; INS+Orienteering 8; Resources 3;
mentor’s orders. He copies texts, practices his handwriting Authority 2; Renown 2
and arithmetic. He is part of the company’s inventory RESULT: When the Seafarer finds new trade routes or
now, eating free, receiving wonderful clothing—he is an unknown cities and reports this to the Bank of Commerce,
investment. he temporarily gets (+1) Resources (up to one year for
EQUIPMENT: Balancer (little book wrapped in fur or big discoveries, up to six months for settlements so far
leather containing checkered paper and abacus or digital unknown). The Renown determines how many Scourgers
calculator) and Scrappers work for him (Renown x 1D x 10). At Renown
(0), no one wants to sail with him. He gets (+1) Resources
2 - SCRIBE and (+1) Renown when he ferrets out pirates and pacifies
PREREQUISITE: INT+Science 4; CHA+Expression 4; trade routes.
Authority 1 EQUIPMENT: Astrolabium
RESULT: He has to write down the shipments and
deliveries on a certain trade route. In discussions with 5 - CARTOGRAPHER
suppliers or producers, he may use his Authority even if PREREQUISITE: At least 6 big discoveries; INS+Orienteer-
the person he talks to is not a Neolibyan. ing 10; CHA+Arts 8; INT+Legends 8; Renown 5
EQUIPMENT: - RESULT: As a Cartographer, the Neolibyan has free access
to the map room and the adjacent scriptoriums in the Bank
3 - MERCHANT of Commerce. If he organizes an expedition, high-ranking
PREREQUISITE: CHA+Negotiation 6; PSY+Cunning 4; Anubians and Scourgers join him: at least one Dumisai
Resources 2; Network 2 will come along. Life as a Cartographer is hard without
RESULT: With his official appointment as Merchant, the a bodyguard. Scrappers and Chroniclers compete for his
former Scribe is now a full-fledged Neolibyan. If he wants work. The knowledge of uncharted passages, artifact belts,
to gain Renown, he has to help his home village. This and unexplored ruin fields is worth a fortune. Chroniclers
happens by reducing his Resources monthly or investing would even risk assassinating a Cartographer to attain his
Dinars, depending on his rank. For rank 3 (Merchant) secrets.
this means 100 Dinars or (-1) Resources; for rank 4 EQUIPMENT: Atlas (level 1)
(Seafarer, Magnate, or Ambassador) 1,000 Dinars or (-2)
Resources; for rank 5 (Cartographer, etc.) 10,000 Dinars or 5 - GREAT HUNTER
(-3) Resources. The Neolibyan can decide this month by PREREQUISITE: Hunting rifle; at least one killed Psy-
month. For every month he cannot afford to spend this chonaut; AGI+Projectiles 10; INT+Focus 8 or INS+Primal
sum, his Renown decreases by (1). 8; INS+Survival 8; Renown 5
RESULT: Great Hunters belong to an elitist caste. They
If a Merchant wants to borrow money for an endeavor all have chosen adventure over the big money—though
from the Bank of Commerce, he needs an Anubian Soul of course they don’t live completely without luxury. They
Seer at his side. However, those only come when the Mer- know each other, meet in expensive establishments, and
chant’s Renown is at least (2). If the Soul Seer eventually exchange hunting experiences. If a Great Hunter needs
confirms his credibility, the Merchant gets a loan in Re- help from other hunters, his Allies Background rises by
source points equaling his Authority for one year. This (1) per Rapture vanquished for this purpose. A hunter
means that with Authority (3), he would get (+3) Resources. who has shot a Psychonaut in every Culture thus gets (+5)
Now he is indebted to the Bank of Commerce and has to Allies. In the Great Hunters’ subculture, there are two
pay back the loan the next year, losing double the amount master smiths only catering to hunters. Their hunting
of Resource points. rifles are legendary masterpieces of breathtaking precision
EQUIPMENT: Neolibyan rifle; Seal of the Libyan

RA NK S / / NEOL IBYA N S 71

and impact. The prices are just as legendary. The Great The Raider chooses a port of call. There, he has access to a
Hunter can buy masterpiece rifles. wharf for repairs, Scrapper shanties, and a lodge. The little
port city can become a metropolis over the years, and the
Even the Spitalians listen to the stories of a Great lodge can be expanded to a palace. Of course, the Chroni-
Hunter. The Spitalians are very grateful for the infor- clers are envious. They send Shutters to infiltrate the place
mation on Raptures and their attack patterns: the Great and sabotage ships and equipment. Judges are paid to in-
Hunter’s negotiations with them are now at +2D to all cite revolts, Apocalyptics are urged to build a nest in the
Charisma Skills. port city to corrupt the place from within. The Scrappers
EQUIPMENT: - are grateful.
EQUIPMENT: -
4 - MAGNATE
PREREQUISITE: CHA+Conduct 8; CHA+Negotiation 10; 4 - AMBASSADOR
PSY+Faith 6 or PSY+Willpower 6; Allies 4; Authority 3; PREREQUISITE: CHA+Negotiation 8; CHA+Conduct 10;
Resources 4 INS+Empathy 8; Allies 4; Renown 4; Network 3
RESULT: The Magnate has built himself an empire. He has RESULT: The Ambassador has free access to all embassies
offices in many African cities; hundreds of Neolibyans in of all Cults. If he asks for an appointment, he gets it, be
the Mediterranean area are subordinate to him. He has it with Justitian’s Senates, the Baptists of Cathedral City,
the right to rent a suite with scriptorium at the Bank of or the Voivodes. He can use his Authority for negotiations
Commerce. This costs (-1) Resources per month or 10,000 even when his counterpart is not Neolibyan.
Dinars. However, for as long as he pays, his Renown rises EQUIPMENT: -
by (1) every month.
EQUIPMENT: - 5 - WAZIRI
PREREQUISITE: CHA+Seduction 8; PSY+Cunning 8;
5 - SHEIKH INS+Empathy 10; Allies 5; Renown 6; Authority 4
PREREQUISITE: CHA+Expression 10; PSY+Faith 8 or RESULT: Sheikhs appoint a Waziri to act as a mediator
PSY+Willpower 8; Allies 3; Authority 4; Resources 6; between them. To do so, he has to have a Renown of at
Secrets 4; Renown 6 least (5): if his score decreases, he’s demoted to Ambassador
RESULT: The Sheikhs lead the Bank of Commerce and again. As long as he has the rank of a Waziri, he gets
direct Africa’s economic and cultural development. A Resources (+2). He has a lot of authority in the Sheikhs’
Sheikh lets Magnates work for him and concentrates on ventures and can even confront Magnates.
strategic developments and politics. He wanders from city EQUIPMENT: -
to city to negotiate voting results with allies and enemies.
The competition intently watches and interprets his every 5 - CONSUL
step. In other countries and cultures, they treat him like a PREREQUISITE: CHA+Leadership 10 or PSY+Domination
king. With a gesture, he sends hundreds of Scourger packs 10; CHA+Expression 8; Allies 4; Authority 5
to different locations or into combat zones. Only Cairo is RESULT: The Consul governs a city or a region given to
off limits to him. him by Magnates or Sheikhs. He controls the guards, can
EQUIPMENT: - tear down buildings or construct new ones. He can call
for Scourgers to purge the surrounding countryside of
5 - RAIDER savages. As a Consul, he has to pour oil on the troubled
PREREQUISITE: Merchant ship; Surge Tank; AGI+Naviga- waters between the Crow and the Lion. He negotiates
tion 10; PSY+Domination 8; Authority 6; Resources 5 with Fragments, Baptists, and Corps Commanders. He
RESULT: Consuls at the European Mediterranean coast makes decisions concerning whether there is to be war or
aid the Raider who promises them a steady flow of riches. peace. As a master strategist, he has an army of informers,
When he plans an expedition, 1D x Renown x 10 Scrappers snitches, and traitors on his payroll. His Network
accompany him for 10 Dinars a day. Chroniclers hate permanently rises by (1).
the Raider. All social interaction between him and the EQUIPMENT: -
Chroniclers are problematic and happen at -4D.

POTENTIALS

LION’S SHARE NINE LIVES POTENTIALS // NEOLIBYANS
The Neolibyan can easily read whoever is across the When threatened with destruction, a Neolibyan jumps
negotiating table from him, he knows their vanities, into action; his instincts awaken, his mind trembles,
praises and threatens wherever he deems necessary, and he pushes his body to move faster than he thought
until ultimately he leaves with the best possible deal - for possible.
himself, at least. In life-threatening situations, the Neolibyan adds +1D
When negotiating a deal, the Neolibyan gains (1) per Potential level to every Action roll potentially able to
Trigger per Potential level on the roll. This can bring him a save his life, at the cost of (1) Ego Point per Action.
bigger share or give him a lower price.
AT EYE LEVEL
MARKSMAN The Neolibyan’s behavior lures his negotiating partner
PREREQUISITE: Focus into forgetting who is who, and which man is the more
The rifle in his hands does not tremble; his gaze follows rich and powerful. The Neolibyan meets the stranger eye
the iron signs into the distance. The Neolibyan controls to eye, as a friend or ally - and friends and allies are to be
his breathing, follows every movement of the target with listened to and trusted, aren’t they?
the weapon, holds his breath, and pulls the trigger. The Whenever a Neolibyan enters a discussion or
target shakes and falls. Heart shot. negotiation with a non-Neolibyan, he gets +1D per
The Marksman aims for a complete Combat Round Potential level on all CHA Skills. His PSY Skills, however,
and fires in the next Round if he was not distracted or are at -3D throughout the discussion.
attacked. He adds Triggers equal to the Potential level to
his AGI+Projectiles roll. WHEEL OF FORTUNE
“Common people are cursed to remain common because
I N S P I R AT I O N they refuse to risk more than crumbs on the scales of
The Libyan is a shining example in his descendants’ life. The higher the jump, the farther the fall, or so the
minds. The young Scribes look up to their mentors full of simple people say. The Neolibyan scorns this attitude, no
awe, admiring their foresight and their understanding of worthwhile reward comes without risk. He puts gold on
the flow of goods. It is in the blood of the Neolibyans to the scales with both hands, and expects great results. The
worship, emulate, and even surpass their idols. more a Neolibyan risks with this Potential, the higher the
The Neolibyan blazes a trail through any obstacle. possible profit.
Should the Neolibyan succeed in an Action with at least (3) Before an Attack or Defense roll, the Neolibyan
Triggers, they kindle a fire in their comrades’ hearts. They chooses to set aside some dice that will not be rolled. If
add +1D to their next Action per Potential level, so long as the Action succeeds, he gets (1) Trigger for the following
it is similar to the Neolibyan’s own actions. Action for every (2) dice he has not used. The Neolibyan
can risk (2) dice in this way per Potential level.

FARAWAY LANDS,

FARAWAY MOUNTAINS FROM THE UPPER SEA
TO THE LOWER SEA,
DIFFICULT PATHS, CLOSED PATHS,
WHERE THE TREAD BECOMES HEAVY OR WHERE WE CANNOT TREAD AT ALL ,
OF THIRST I K I L L E DC R O S S E D
FULLENEMIES,R O U T E S AND THE INSUBORDINATES,


CAUGHT MY

LED THE LAND RIGHTEOUSLY

AND MADE MY PEOPLE FLOURISH.

[NEBUKADNEZAR II]
PO T ENT IA L S / / NEOL IBYA N S 73

RANK 3 CHAGA

1 DUFU 2 HONDO 3 CHAGA 4 DUMISAI
2 DAMU 3 SIMBA X KIFO
O MOYO RANKS // SCOURGERS

1 - DUFU can replace the Dumisai. A Chaga stands for the pack
PREREQUISITE: - with his life and his Authority: he is responsible for fallen
RESULT: The Dufu has to prove himself every day, warriors, losing (1) point of Authority for each one. In the
scouting enemies and hunting wild animals. His to-do list absence of an Anubian, the Chaga teaches his people the
is long, and he may not shrink back from any challenges: ancestors’ rites. His authority pertains to all Africans (with
complaints are out of the question. He continuously gets the exception of Anubians) undisputedly.
into fights, must defend himself against his pack. EQUIPMENT: Ancestral weapon (the weapon of a
EQUIPMENT: Spear; oval shield; Scourger mask; helmet; legendary Scourger who once was the pack’s Chaga, +2D
Flak vest Mental Defense, has to be passed on to the next Chaga in
the case of a rank change; usually a spear); +3D rounds per
2 - HONDO month for the assault rifle
PREREQUISITE: BOD+Brawl 5; BOD+Melee 6;
BOD+Stamina 6; AGI+Mobility 4; Renown 2; Allies 1 3 - SIMBA
RESULT: The Hondo is a now-proven warrior and may use PREREQUISITE: The rank of Simba must be vacant;
firearms. He is presented to the Neolibyans and may take BOD+Athletics 8; BOD+Melee 8; AGI+Projectiles 8;
things from their arsenals according to his Resource score. PSY+Reaction 6; Renown 5; Allies 3
Outside of Africa, the Hondo is considered the Lion’s paw, RESULT: In any pack, there is only one Simba. He has the
people generally treat him with mistrust but respect. Thus, right to challenge the strongest enemy and to accomplish
he gets a Bonus of +1D on all social interactions based on the greatest heroic deeds. He must do so unassisted. If
Psyche, but also -1D on all social interactions based on he declines to fight or loses, his Renown decreases by (1).
Charisma. Should his Renown fall to (2), he must resign and become
EQUIPMENT: Assault rifle; +2D rounds per month; Scourge a Damu again. Another Scourger from the pack becomes
the new Simba.
2 - DAMU
PREREQUISITE: BOD+Brawl 5; CHA+Leadership 6; A Simba inspires his pack: once he has vanquished the
PSY+Cunning 5; INS+Perception 5; Authority 3; Allies 1 strongest enemy, the whole pack gets +2D on Mental De-
RESULT: Like the Hondo, the Damu has contended fense until the end of the combat. Outside of Africa, the
successfully for his right to use firearms. He scouts the Simba is considered the Lion’s Head, a great danger. Thus,
terrain for his pack, looking for enemy weak spots and he gets a Bonus of +3D on all social interactions based on
planning attacks. If the pack manages a surprise attack Psyche, but also -3D on all social interactions based on
thanks to his plans, the pack gets +2D to the Initiative roll Charisma.
in the first Combat Round. If the pack loses a fighter due EQUIPMENT: Lion helmet; +3D rounds per month
to a misguided plan, the Damu loses (1) point of Renown.
Usually, Damus get to drive the Koms. 4 - DUMISAI
EQUIPMENT: Assault rifle; +2D rounds per month; PREREQUISITE: Depends on former rank: if a Chaga
Scourge vanquishes the old Dumisai in a ritual duel, he may take
over the rank; if the pack loses its Dumisai, the Chaga can
3 - CHAGA make the Simba the new Dumisai; BOD+Toughness 10;
PREREQUISITE: BOD+Melee 8 or AGI+Projectiles 8; BOD+Melee 10; AGI+Projectiles 10; Renown 5;
CHA+Leadership 8; INT+Legends 6; Authority 4 Authority 5
RESULT: The pack follows the Chaga’s orders RESULT: Other Scourgers never challenge a Dumisai. He
unquestioningly into any combat. Only the Dumisai may alone can question the Chaga’s decisions, which leads to
confront him and question his decisions. The result is a a duel. If he loses, the pack expels him. If he wins, the
duel with bare fists: the Dumisai needs to win to overrule Chaga holds the Dumisai’s opinion as if it were his own.
the Chaga’s order. He also runs a significant risk: if the A Dumisai may enter any African estate. Even the vault
Chaga wins and has enough Authority and Renown, he of the Bank of Commerce would be open to him; should

RA NK S/ / S C O U RG E R S 75

he demand access. Dumisais are heroes and are treated X - KIFO
as such by the African population: they get +2D on all PREREQUISITE: Failed Dumisai or Moyo
Charisma and Psyche Action rolls involving Africans. RESULT: Their Resources drop to (0): the Kifo loses all
The Hellvetics appreciate Dumisais for their discipline, access to Neolibyan and Scourger resources. He may keep
morale, and strength. They can sleep for free in the Alpine his old weapons and even keep using them, though—
Fortress. the Scourgers ignore him as if he were invisible. In
EQUIPMENT: Can request any amount of ammunition public, Neolibyans avoid him, but they like to use Kifos
from any Neolibyan as assassins. In Bedain, everyone fears them: some Kifos
run Scrapper companies and access Scrapper property
O - MOYO with their Resources score. If the Kifo decides to leave
PREREQUISITE: On the Chaga’s command, the Dumisai his homeland and gets a job in the land of the Crow, he
appoints his Moyo; INS+Empathy 8; BOD+Stamina 8; can count on a quick accumulation of Resources (+3)
Renown 5 and Network (+2). Voivodes, Hybrispanian Guerreros,
RESULT: The Moyo is the Dumisai’s soul twin. He gives Chroniclers, and Jehammedans pay well for insight into
his mask to the Dumisai and leaves the pack. From now the African soul—and its plans. As a bodyguard, counselor,
on, he has two months to master the eight traditional strategist, and oddity, a Kifo can live well until the day of
tests. If he is successful, he gets his mask and his old rank his death in the land of the Crow. However, his betrayal
back. If he fails, the Moyo and his Dumisai have to leave makes him an outlaw: Scourgers and Neolibyan Great
the pack in disgrace. They become Kifo, unmasked ones. Hunters will soon start coming after him.
The tests are comprised of trials of strength (vanquishing EQUIPMENT: -
wild animals or AMSUMOs, ending slave rebellions), of
the mind (helping a village solve a problem), of the soul
(reconciling old grudges), and of the ancestors (reinstating
order, placating angry spirits, strengthening traditions).
Anubians set and watch the challenges.
EQUIPMENT: -

LIONS
THERE ARE NO PACTS

BETWEEN AND
M E N


[TROY]

POTENTIALS

THE LION’S REVENGE HYENA’S LAUGHTER POTENTIALS // SCOURGERS
PREREQUISITE: Primal The whooping, screaming, and laughing of the Hyena tells
The lion is all hot breath, glittering eyes, teeth, and claws. the Crow that the pack is coming. Its wings will soon be
Those who push their sword into his maw will not walk clipped. As the Scourgers charge towards their enemies,
away without feeling his bite. they scream and yell, pushing each other higher and
When making a melee attack against the Scourger with higher into a brutal bloodlust.
this Potential within melee range of the Scourger’s own The Scourgers rush into the fight, gaining +1D per
weapons, the attacker receives the same amount of Damage Potential level to all Attack and Defense rolls for the first
they inflicted, up to the Potential level. Only armor with Combat Round. This Potential can only be used once per
the “Massive” Quality can reduce this Damage. fight.

ELDER BLOOD WILD DOG RUN
PREREQUISITE: PSY+Faith 8 The Scourger is hot on the Crow’s heels. The wind caresses
Streams of ancestral blood have spattered across the his body, cools his sweat, and pushes him towards his
African soil, drenched and blessed it. Whenever the victim’s tracks. His muscles tense; every step is a well-
Scourger touches the soil, he feels pain, a thirst for war and measured effort. His toes dig into the ground, pushing
victory. He mixes the soil with spittle and smears it onto him onwards, soil kicking up in his wake. The white men
his chest, giving the ancestors access to his soul, his eyes, sidestep, he can hear them panting. He keeps pace, staying
and his ears. He becomes one with the Ancestors, and will right behind them even though he could easily overtake
soon share another victory with them. them with two, three leaps. The wild dog hunts its prey to
Elder blood is a ritual to prepare the Scourger for a death, for this is its nature.
coming fight. It strengthens his Mental Defense by the For every Round that the Scourger chases a fleeing
Potential level. The ritual requires dedication from the enemy on foot, he recovers (1) Ego Point per Potential level.
Scourger for about 15 minutes to be complete.
SIMBAS PREY
TRIAL OF THE HERO PREREQUISITE: Focus
The greatness of a deed is measured against the strength Crow against Lion, Scourger against AMSUMO, predator
of the enemy. Killing a worm is something that happens against prey. The creatures may not know each other, yet
daily and brings no honor. If the Scourger faces a worthy still they are chosen by fate to collide like a pair of blazing
enemy, though, his blood boils; he rises above himself and suns.
becomes the Lion incarnate, roaring and attacking. The No interference in this conflict is allowed. The
ancestors watch him with pride. Scourger picks an enemy out from the battlefield. The
When fighting physically or technologically superior Scourger gains a bonus equal to his Potential level to his
enemies, the Scourger adds +1D per Potential level to his Passive Defense against attacks from any enemy except his
Initiative roll. chosen target.

PO T ENT IA L S / / S C O U RGE R S 77

RANK 3 SICKLE

1 INITIATE 2 ENCHANTER 3 EMBALMER 4 SOUL SEER 5 HOGON RANKS // ANUBIANS
3 HEALER 4 HECATEAN
3 SICKLE 4 AMMIT

1 - INITIATE through the Psychovores—and they make way for him and
PREREQUISITE: Mark of Anubis his companions. Not for his enemies, however: they shoot
RESULT: Seven concentric Circles show on the Initiate’s thorns, or fruit falls from shrubs and explodes into highly
belly. He gets +1D on all Action rolls against the Raze. He poisonous clouds. The Psychovores attack with their Level
is a wanderer between worlds, exploring humankind, the and bring the Raze. Psychovores with a Level of (5+) resist
ancestors, nature, and the fringes of the Psychovores. No the Soul Seer. The Anubian develops advanced resistance
African would refuse him food or drink. It is said that ev- against the Raze: +4D against its effects.
erything that an African does for an Initiate will be repaid
hundredfold by the ancestral spirits. Tripol’s Bank of Commerce has Soul Seers measure
EQUIPMENT: - their business partners’ Thread of Life. With an Action roll
on INS+Empathy (4), the Soul Seer goes deep inside the
2 - ENCHANTER life and deeds of the person he looks at. Without a Trig-
PREREQUISITE: PSY+Faith 6 or PSY+Willpower 6; ger, he can only guess their mood, but with every Trigger,
INT+Legends 6; Renown 1 the information gets more solid: health, latent illnesses,
RESULT: The Enchanter teaches the people the old rites future calamities. The Anubian strips down the soul until
and counsels them in day-to-day affairs: all Backgrounds he finds its destiny. Soul Seers are also highly appreciated
with the exception of Resources also apply towards by the Consultants of the Spital and by decree have access
Neolibyans, Scourgers, African Scrappers, and Clanners to the research groups.
from African Clans. The same is true for all higher ranks. EQUIPMENT: -

With every transformation, the Raze resistance grows: 3 - HEALER
+2D on Action rolls to fending it off. PREREQUISITE: BOD+Toughness 8; INT+Medicine 6;
EQUIPMENT: Anubis mask; soul stones (tools of INT+Focus 6 or INS+Primal 6; Authority 2
superstition: +1D Charisma when trying to influence an RESULT: A Healer harvests earths, herbs, and potent soil
African) from nature and Duat fruit in the Psychovores. When
he needs other Anubians to attain some medicine for
3 - EMBALMER him, he gets a (+2) bonus on Resources. He can eat Duat
PREREQUISITE: CHA+Expression 6; INT+Legends 7; fruit without the Raze consuming him. He has to make
INS+Empathy 7; Renown 2 an Action roll on BOD+Toughness, though, (Difficulty
RESULT: The Anubian can now interfere with the Psycho- = level of the Duat fruit) to start the catalysis. The level
vore Aethyr and thus influence the people around him also determines the time that the Healer is suspended in
through the whispering of the ancestors. He is, however, a coma. The Anubian awakens one day earlier per Trigger,
a slave of nature: the emotions generated are tied to his but always remains in catalysis for at least one hour.
strongest Attribute. If it’s BOD the Africans feel stronger Resistance against Psychovores: +3D to fending off the
and healthier, if it is PSY they feel stronger of will, if it is Raze.
INS they feel their primal nature and give in to it. EQUIPMENT: Crucible; healing earths

Embalmers take in Initiates and teach them until they 4 - HECATEAN
become Enchanters. All of these Initiates feel obliged to PREREQUISITE: BOD+Toughness 10; INT+Focus 8 or
their Embalmer until the end of their days and count as INS+Primal 8; INT+Science 6; Authority 3
his allies ((+1) Allies). RESULT: The Hecatean is the lord of death. If he sews a
EQUIPMENT: Finger of Anubis (a sharpened bone to freshly deceased into a Gendo skin and performs the Imiut
scratch Initiates’ skin with) ritual, he can repair the torn Thread of Life (see “Patched
Up” in Chapter 7, "Battle"). He can restructure his me-
4 - SOUL SEER tabolism and raise Attributes once per day: to do so, he
PREREQUISITE: CHA+Expression 10; INT+Science 7; rolls INT +Focus or INS+Primal against the score of the
Secrets 3; Renown 3
RESULT: Through will alone, the Anubian creates a passage

RA NK S / / A NU BI A N S 79

Attribute in question. He can use the Triggers to extend social interaction (all Charisma Action rolls, as well as PSY
the time and/or score: (1) Trigger brings (1) minute of dura- +Domination) and can also add his Renown Background
tion or (+1) to the Attribute. It can even surpass the limit of as dice to social Action rolls.
(6) in this manner. Resistance against Psychovores: +4D to He knows the weak spots of all creatures: every hit
fending off the Raze. with a weapon causes Ego Damage equal to the number of
EQUIPMENT: Duat Blood (level 1) Triggers rolled in addition to the physical Damage. Resis-
tance against Psychovores: +4D to fending off the Raze.
3 - SICKLE EQUIPMENT: Ammit sickle
PREREQUISITE: BOD+Melee 6; PSY+Reaction 6; Renown
2; Network 2 5 - HOGON
RESULT: Gets the Potential “Eye of Horus” at level 1. A PREREQUISITE: INT+Medicine 10; INT+Science 8;
pack of Scourgers accepts the Anubian as a fighter, and INS+Empathy 8; Secrets 5
he may challenge the strongest enemy even before the RESULT: The Hogon takes off the mantle made of super-
Simba. However, he can also reject to do so without losing stition and folklore: he faces every attempt to influence
honor. The Simba will be grateful. Resistance against him based on superstition with +4D. His resistance against
Psychovores: +3D to fending off the Raze. the Raze rises to +6D. Only the Psychovores in the Dhoru-
EQUIPMENT: Khopesh ba and all around Cairo still resist him.

4 - AMMIT A Hogon prepares for his way to Cairo. He knows the
PREREQUISITE: BOD+Athletics 6; BOD+Melee 10; secret caches of the canopic jars and selects young Anu-
PSY+Faith 6 or PSY+Willpower 6; Renown 5; Network 3 bians for the catalysis.
RESULT: An Ammit looks into the heart of a person: in EQUIPMENT: -
the Psychovores’ area of influence, he gets +2D on any

PAIN,DEATH IS THE RELEASE FROM ALL

COMPLETE CESSATION, BEYOND WHICH OUR SUFFERING WILL NOT EXTEND.

T R A N Q U I L I T Y ,IT WILL RETURN US TO THAT CONDITION OF

WHICH WE HAD ENJOYED BEFORE WE WERE BORN.



[LUCIUS ANNAEUS SENECA]

POTENTIALS

AMMIT’S FEAST MERCY OF ANUBIS POTENTIALS // ANUBIANS
PREREQUISITE: Primal The wave breaks, but the Anubian isn’t granted the deep
All mental barriers break, and the devourer of souls weaves fall into the eternity of Anubis’ realm. His time has not
her way into the Anubian’s mind, corrupting him, driving come yet, and he can muster up one last desperate attempt
him into an abyss of ancient hatred. She takes his hand, to spite his foes.
guiding his sickle through his enemies flesh into their If the Anubian takes more than his maximum Trau-
innards as the wave breaks upon his blade. Soon, fresh ma Damage and falls unconscious, he can still rise again
souls drenched in blood will stand before Anubis, awaiting and fight on for (1) Combat Round per Potential level until
judgement. he finally collapses dead. The sight of the destroyed body
If an Anubian achieves (2) Triggers on a melee attack, leaping into combat strikes fear into the hearts of his ene-
they can fly into a frenzy. Anubians imbued by Ammit can mies, any weapons the Anubian wields gain the Terrifying
no longer make Active Defense rolls. In return, for every Quality, with the rating equal to the Potential level x2.
Combat Round that the Anubian remains frenzied, his
Attack rolls gain +1D and his Damage is increased by (1), SEKHMET’S SLUMBER
up to the Potential Level. However, Ammit’s influence The lion-headed god covers the dead body with her paws
is volatile and corrosite, it must be reactivated with (2) so that neither demons nor the vigilant gaze of Anubis can
Triggers each Round and paid for in blood, costing the see it.
Anubian (1) Flesh Wound for every Round after the first. If The Anubian falls into a coma indistinguishable from
the frenzy is interrupted, all scores immediately fall back death that cannot be interrupted once it begins. After (4)
to their original values. days, he wakes up fully healed. The number of days is re-
duced by (1) per Potential level. This Potential can be com-
NAVEL OF NEFERTEM bined with Mercy of Anubis.
And so the cusps of the blue lotus rose up from the primal
waters, blooming in cruel beauty into a strange world, and GAZE OF FATE
they knew Nefertem as their god. The lotus, the Hogons PREREQUISITE: Focus
whisper, will not devour those who walk in the god’s Not even the gods dare to look into the future, for they
shadow. fear the demons beyond the frame of the world, lurking
The Anubian develops a resistance to the Psychovores, behind Horus’ wing tips. Those who still reach through
which also influences their catalysis. The difficulty the fabric of reality feel cold limbs grasping for the old life.
of defense against the Raze and catalysis of medicine Anubians with Gaze of Fate may foresee and even live
decreases by (1) per Potential level. through a very limited period of their imminent future
once per month: They hit an enemy or experience their
EYE OF HORUS companions trying to open the lock mechanism of some
The falcon-headed god rises into the air, and his wing crypt. This will happen within a certain limited amount of
tips stretch to the ends of the earth. His unblinking black time, depending on the Potential level. The Anubian adds
eyes—the moon eye and the sun eye—pick up even the +2D to the foreseen Action per Potential level.
smallest ripples of the wave.
LEVEL 1: Seconds – e. g., a single Attack or Defense
Anubians using the Eye of Horus feel disturbances of
the wave across vast distances (level 1: up to (100) m, level roll
2: up to (1) km, level 3: up to (10) km). Without fail they lead
the way to Psychonauts, and can see the gleaming network LEVEL 2: Minutes – e. g., the outcome of a
of force lines on the body of the Aberrant. They gain (1)
Trigger per Potential level when attacking Psychonauts, discussion, simple questions
Spore Beasts, and Leperos.
LEVEL 3: Hours – e. g., finding the solution to

difficult problems

PO T ENT IA L S / / A NU BIA N S 81

RANK 2 SWORD OF JEHAMMED

2 VOICE OF J. 3 RIGHTEOUS
2 DELILAH
1 HAGARI 3 ABRAMI 4 SHEPHERD RANKS // JEHAMMEDANS
1 ISMAELI 2 SWORD OF J. 3 ARIANOI
1 ISAAKI 2 J. BLESSING 3 ICONIDE 4 BLOOD OF A. 5 FATUM

1 SARAELI 2 MACULATE 4 PROPHET
2 PRIDE OF J.
2 IMMACULATE 3 ICONESS 4 ORACLE

1 - ISMAELI herds teach him, and Swords of Jehammed show him how
PREREQUISITE: Rank determined by birth to use a saber. He charges ahead in every battle: as long as
RESULT: May not touch women he lives, all fighters on his side get +1D on attacks.
EQUIPMENT: Shepherd’s staff EQUIPMENT: Horse (Charger); Damascene saber

2 - SWORD OF JEHAMMED 2 - JEHAMMED’S BLESSING
PREREQUISITE: BOD+Melee 6; INT+Legends 4; Renown 1 PREREQUISITE: BOD+Toughness 10; BOD+Melee 10;
RESULT: As a Sword of Jehammed, the Ismaeli exchanges AGI+Navigation 8; Renown 4; Authority 4
the suffocating closeness of his tribe for adventure and RESULT: This is the last step before becoming an Iconide.
war. When the people of Jehammed and another Cult have The Swords of Jehammed feel his power: towards them, he
a common enemy in a region shaken by crisis, the Sword of gets +2D to CHA+Leadership.
Jehammed temporarily gets (+2) Network through Allies (e. EQUIPMENT: -
g., through Janites in Osman or Voivodules in the Balkhan).
EQUIPMENT: Scimitar; Riding pick; light armor 3 - ICONIDE / ICONESS
PREREQUISITE: Renown 6; Authority 5
3 - ABRAMI RESULT: An Iconide can create (1) Icon per month and
PREREQUISITE: Battle-hardened; INT+Legends 6; dedicate it to a purpose (see page 124, “Cult Equipment”).
PSY+Faith/Willpower 6; Authority 3; Resources 2 As opposed to Shepherds, Iconides are their Cult’s
RESULT: The Abrami founds a new tribe with a Hagari. He outward face and are considered tough but reasonable
is untouchable: if he uses Authority, it will not diminish ambassadors. Because of their moderate bearing, they get
when resisted. Starting with Renown (3), he can marry +1D to CHA+Negotiation when dealing with other Cults.
a Saraeli. If she gives birth to an Isaaki, the Abrami gets EQUIPMENT: Ram staff
Renown (+1).
EQUIPMENT: Goat hide wrap (marriage gift for his Hagari) 4 - PROPHET / ORACLE
PREREQUISITE: Renown 6; Authority 6; Secrets 4
4 - SHEPHERD RESULT: No one is as close to Jehammed as a Prophet or
PREREQUISITE: INT+Legends 10; Authority 5; Renown 6; Oracle. Their word is law, inspiring their radical followers.
Allies 3 Their blessings make the recipients glow in a godly light
RESULT: A Shepherd never interacts with the fisherman’s and resist all enmities for a day: the recipients get +3D on
children and always expresses radical views. Abrami and PSY+Faith.
even Iconides bow to him and heed his advice. A number EQUIPMENT: Will of Jehammed; chain with a meteor
of Swords of Jehammed equal to his Allies Background iron pendant (symbolizing the burden of knowledge)
serve as his bodyguards. Outside the Cult, he is considered
a zealous preacher: -3D on social interaction based on 1 - HAGARI
Charisma Skills. PREREQUISITE: Rank predetermined by birth.
EQUIPMENT: Jehammed’s teachings RESULT: She protects the tribe with her life: she gets +1D
in battle when protecting her fellows. If she sacrifices
1 - ISAAKI herself, she gets +3D to all physical Actions. If something
PREREQUISITE: Rank determined by birth as son of a happens to her outside the community, she temporarily
Saraeli gets (+3) Allies.
RESULT: He can access all of the tribe’s wealth: his Re- EQUIPMENT: -
sources start at (6). He receives the best training: Shep-

RA NK S / / J EHA MMEDA N S 83

2 - DELILAH another Cult. She is highly appreciated by the Apocalyp-
PREREQUISITE: PSY+Faith/Willpower 10; BOD+Melee 6 tics because she has soared sky-high and delved into the
RESULT: She is a fallen Hagari. If she fights for her honor, coldest depths.
she cannot use Active Defense, but gets +2D on all attacks. EQUIPMENT: The Mark (red saw-tooth tattoo from
Renown drops to (0). She can leave her tribe and join one cheek to the other symbolizing the breaking of the
another Cult. tradition, +2D Mental Defense)
EQUIPMENT: Scimitar

2 - VOICE OF JEHAMMED 2 - IMMACULATE
PREREQUISITE: INT+Legends 8; CHA+Expression 8; PREREQUISITE: Over 30 winters old and unmarried, or
Renown 3; Authority 2 her Abrami has died before having sex with her
RESULT: She wields Jehammed’s teachings like a weapon. RESULT: The Immaculate is considered a holy woman. Freed
Within the Cult, she gets +2D to all social interactions. from her destiny, she can roam the land as she desires. Many
Iconides listen to her, and she can accuse other Immaculates have proven excellent mediators between
Jehammedans of failings. the Cults, and this renown precedes an Immaculate: she
EQUIPMENT: Copy of Jehammed’s teachings gets +2D to CHA+Negotiation and is under the Voivodes’
protection in the Balkhan.
3 - RIGHTEOUS ONE EQUIPMENT: Letters of passage and seal cords (granting
PREREQUISITE: INT+Legends 10; PSY+Faith/Willpower her free passage)
10; Renown 4; Authority 5
RESULT: The Righteous One knows all of Jehammed’s 3 - ARIANOI
known writings by heart. Within the Cult, she is accorded PREREQUISITE: Is chosen by Aries and travels to Athens;
the same deference as Iconides. Other Cults turn to the BOD+Toughness 8; PSY+Faith/Willpower 8; Secrets 3
Righteous One, offer deals or pacts and have her consider RESULT: The Blood of Aries runs through his veins: he
their ideas in the light of Jehammed’s teachings. heals (1) Flesh Wound per hour. He is addicted to the brew
EQUIPMENT: Sealing stone from the ram skull.
EQUIPMENT: Blood of Aries (enough for (15) days); fleece
1 - SARAELI (ram skin cape)
PREREQUISITE: Rank determined by birth as daughter of
an Abrami and a Saraeli 4 - BLOOD OF ARIES
RESULT: No one dares to oppose her, but still she has no PREREQUISITE: BOD+Stamina 10; INT+Legends 8;
influence. Ismaeli shun her, for getting close to her could INS+Orienteering 6; Secrets 4
mean exile for both of them. The Saraeli is promised to RESULT: He heals (1) Flesh Wound every (10) minutes. The
an Abrami, and the Council of Elders demands that she addiction stays. He roams the land in search of Ancients,
follow the traditions and share his bed once a year. watching and studying them. Buildings, faces, and voices
EQUIPMENT: Precious robes and jewelry; tattoos (+1D flood his visions—he needs to find them. Some days, Aries
Mental Defense) himself writhes in his thoughts and talks to him. The scars
on his skull have long since disappeared; only the pressure
2 - PRIDE OF JEHAMMED behind the eyes remains.
PREREQUISITE: Has birthed an Isaaki for her Abrami and EQUIPMENT: Ram helmet; Horn; Blood of Aries (enough
her tribe for (30) days)
RESULT: She has fulfilled her destiny and can move a little
more freely now. She influences the tribe via her son: she 5 - FATUM
gets +4D to any interaction with and through him. PREREQUISITE: INT+Legends 10; INS+Empathy 8;
EQUIPMENT: Star of Jehammed Secrets 5; Authority 5; Renown 5
RESULT: The Fatum is one of hundreds of incarnations of
2 - MACULATE Aries. He destroys the enemies of the Jehammedans. Aries
PREREQUISITE: Was unfaithful to her Abrami or is over has nestled into some dark recess of his mind and can
40 and without child break free to shout commands at any time.
RESULT: She is tolerated, but no longer appreciated by EQUIPMENT: Black fleece; blackened ram helmet;
her tribe (Renown (-2)). She can leave her tribe and join Blessing of Aries; Blood of Aries (enough for (60) days)

POTENTIALS

IRE OF JEHAMMED ICONIDES CURSE POTENTIALS // JEHAMMEDANS
PREREQUISITE: Faith PREREQUISITE: Iconide or Oracle rank
The enemy insults the word of Jehammed, even in the face The Iconide’s voice is thunder and lightning. He speaks
of his creation. Clad in faith, the warrior’s soul boils until divine wisdom, and every thought he utters is worthy of
finally his fury breaks its chains and engulfs the enemy. Jehammed himself. The lowly people stumbling along
When Jehammedans face blasphemous enemies like off the track tremble under the power of his voice and
Psychonauts, Apocalyptics, Anabaptists, or outlaws and his spiritual transcendence. There is a truly blessed man
have to watch these creatures stand tall against their among them.
group’s attack, their fury grows. If he calls down god’s wrath onto his creation, even an
The Jehammedan counts all attacks by their enemy in Anabaptist doubts his calling and lowers his weapon, his
a battle, if the enemy attacks a friend the attack counts faith struck by anxiousness and insecurity.
twice. When the count reaches (10), the Jehammedan The Iconides Curse is a mental attack on a group of
explodes into a rage. For the rest of the battle, he adds human enemies. Animals, Psychonauts, and AMSUMOs
+1D per Potential level to his Attack rolls, and for each are immune. The Iconide attacks his enemies’ Psyche with
successful attack he makes himself, he gains (1) Ego Point. a roll on PSY+Faith/Willpower +1D per Potential level.
They may make an Active Defense roll. If they fail, they get
FLEECE OF ARIES -1D per Trigger to all Action rolls. This penalty is reduced
PREREQUISITE: Arianoi; black fleece by -1D per Combat Round.
In the darkest hours of the Cult, those who are not afraid
of a far greater darkness call for Aries the Ram. The ICONIDES BLESSING
Jehammedan sinks into meditation, drapes the black PREREQUISITE: Iconide or Oracle rank
fleece around his shoulders, kneels, and cowers until the The stars are right, the Saraeli’s moon blood has not flown,
skin completely covers him. Something crawls into his hours ago a messenger brought news of an important
mind, and pushes rationality away. He leaps to his feet victory in the East, this is going to be a fortuitous day.
with a feral growl, ready to fight. When should the Iconides fulfill their destiny, if not now?
The breath of Aries has touched his soul, and the goat The Iconide interprets an important event as an omen
has birthed a wolf. The ritual takes about (15) minutes, and and can bless all Icons brought to him that day. For this
when it ends the Jehammedan has become an embodiment day, any Icons he crafts have their effects increased by +1D
of Aries. For (1) hour, all his Charisma Skills drop to (0). per Potential level.
However, the maximum number of Ego Points that can be
spent each Combat Round is increased by (1) per Potential ORACLE
level. PREREQUISITE: Oracle rank
Cloud formations, the form of entrails, or the throw of
CALL OF JEHAMMED bone dice are all signs of truths and futures that only the
The Anabaptists only yell when attacking, mindless like chosen ones can perceive. The Oracle sees the signs when
a bear, reduced to the simplest emotions. The prayers they present themselves.
erupting from the Jehammedans, in contrast, are carefully The Oracle knows how to cater to her audience. After
crafted aphorisms embracing life, touching the heart and all the necessary theatrics, she describes the future and
keeping the beast at bay. Born of a majestic voice, they can hints at a potential outcome. The audience will leave with
determine the tides of battle. lifted hearts and do everything in their power to make this
The caller needs (1) Combat Round to call to his future come true.
friends and companions and instill them with the spirit of If a member of the audience is confronted with a
Jehammed: he rolls CHA+Arts and adds +1D per Potential situation the Oracle described within a month, they add
level. The Difficulty depends on the threat the party faces: +1D per Potential level to an Action bringing them closer
if victory is certain, it is (2); if the battle is almost lost, to the goal the Oracle mentioned. The Oracle can make
the caller must roll against a Difficulty of (6). The Game one prophecy per day.
Master decides the Difficulty. If the Jehammedan’s roll
is successful, he breaks all psychic manipulation by the
enemy. If he rolls any Triggers, they are added as bonus
dice to his group’s Mental Defense. This bonus drops by 1D
per Combat Round until it is used up.

PO T ENT IA L S / / J EH A MMEDA N S 85

RANK 3 BUZZARD

BATTLE CROW

CUCKOO

STORK

1 FINCH 2 MAGPIE 3 RAVEN

OWL R A N K S / / A P O C A LY P T I C S

WOODPECKER

VULTURE

X PHOENIX

1 TERN 2 SEAGULL 3 ALBATROSS
PELICAN

1 HUMMINGBIRD 2 MARABOU 3 BUZZARD
IBIS
TOKO

1 - FINCH a crime or makes enemies, they are forgotten with the next
PREREQUISITE: Ability to suffer mask. He gets a +2D bonus on all deception maneuvers.
RESULT: The Finch is tortured by his Flock—all for his EQUIPMENT: Stiletto
own good, of course. Because he expects the worst at all
times, he gets +1D to the Initiative when surrounded by his 2 - OWL
Flock. The bonus is lost when he leaves this rank behind. PREREQUISITE: BOD+Melee 8; AGI+Stealth 6;
EQUIPMENT: - PSY+Reaction 6
RESULT: The Owl is a precise assassin and robber. If he
2 - BATTLE CROW manages to ambush someone, he gets a +4D bonus to the
PREREQUISITE: BOD+Brawl 6; BOD+Toughness 6; Attack roll. If the Owl succeeds in an assassination at the
BOD+Athletics 4; Authority 2 behest of another Cult, his Network rises by (+1) up to a
RESULT: The Battle Crow is one of the Flock’s warriors. maximum of (4). If he fails, Network decreases by (-1).
In the case of an attack, he can use his Authority without EQUIPMENT: Blade Bracelet
risking humiliation.
EQUIPMENT: Blade Bracelet 2 - WOODPECKER
PREREQUISITE: CHA+Arts 4; CHA+Leadership 6;
2 - MAGPIE PSY+Deception 8; Network 3; Resources 3
PREREQUISITE: AGI+Dexterity 6; CHA+Seduction 6; RESULT: Wherever he goes, a Woodpecker builds a nest
PSY+Cunning 4; Renown 2 that the Flock can use as a hideaway and a base for future
RESULT: A Magpie hears a lot from her customers. There robberies (Secrets (+1)). He is responsible for the Flock’s
are two ways she can choose to react: if she blackmails Resources. If he betrays the Flock, he gets Resources (6) for
customers with this knowledge, her Network decreases one transaction but has to win out in a Conflict against the
by (1), but her Resources rise by (2)—she lives well, but Raven: his PSY+Deception against the Raven’s INS+Per-
dangerously. Or she can keep quiet and provide a sort of ception. If he loses, the next visit by a Battle Crow is not a
home to her customers: Network and Renown rise by (1). friendly one.
The bonus is lost when she changes her attitude.
EQUIPMENT: Stiletto; hairpin Other Cults order EX from Woodpeckers to keep their
use of Burn a secret from the Spitalians, which means he
2 - VULTURE always has his customers over a barrel (Network (+1)).
PREREQUISITE: AGI+Stealth 4; PSY+Cunning 6; EQUIPMENT: Shotgun; 8 rounds; key ring
INS+Survival 6; Network 2
RESULT: Everyone hates Vultures. Chroniclers officially 2 - STORK
deny them access to the Alcoves. However, Shutters are PREREQUISITE: CHA+Seduction 8; PSY+Cunning 6;
always on the lookout for stolen goods to buy from the CHA+Arts 4; Network 2
Vultures. RESULT: A Stork steals children. If he sends them to work,
EQUIPMENT: Blade Bracelet he gets Resources (+1), if he acts as their mentor and makes
them a part of the Flock, he gets Renown (+1). If he changes
2 - CUCKOO his approach, the old bonus is lost.
PREREQUISITE: PSY+Deception 6; CHA+Expression 6;
INS+Empathy 4; Secrets 2 In large settlements, gangs of children make much
RESULT: Everyone thinks he knows the Cuckoo of the mischief. Often, the Stork knows some of these children:
Flock. They are wrong. The Cuckoo wears his roles like a he gets a temporary (+2) Network bonus in the respective
second skin, makes himself at home in them. If he commits settlement.
EQUIPMENT: Net; staff; musical instrument

RA NK S / / A PO C A LYPTICS 87

3 - RAVEN 2 - IBIS
PREREQUISITE: PSY+Faith 10 or PSY+Willpower 10; PREREQUISITE: INT+Legends 8; Allies 3; Authority 3;
INS+Survival 6; Authority 5; Renown 3; Allies 3; Secrets 5 Network 3; Secrets 3
RESULT: The Raven uses his Tarot and its prophecies to RESULT: The Ibis is revered for his wisdom—and feared
control the Flock: he can use his Authority Background for his knowledge. He acts as a middleman between the
without having to fear losing a point if he fails. African Flocks and the Bank of Commerce. He can use his
EQUIPMENT: Apocalyptic Tarot; any gun upgraded with 2 Authority Background on all Africans.
slots filled; +1D rounds per month EQUIPMENT: Ibis staff

1 - TERN 2 - TOCO
PREREQUISITE: Likes water—or not PREREQUISITE: CHA+Conduct 8; Resources 4; Network 3
RESULT: Like the Finch, he gets +1D Initiative as long as he RESULT: The Toco is the African equivalent of a Wood-
is amongst his own kind. The bonus is lost when he leaves pecker. He has at least one nest, but a home isn’t enough
this rank. for him. His nightclub is like a palace, adding to the Re-
EQUIPMENT: Grappling hook nown of the Buzzard and the Flock: he can invest Resource
points into the nest and get (+1) Renown per point and the
2 - SEAGULL monthly income equaling the Resources points spent x
PREREQUISITE: BOD+Melee 6; AGI+Mobility 6; 100 Dinars. The rest goes to the Flock.
AGI+Projectiles 4
RESULT: In naval battles or when boarding an enemy ship, EQUIPMENT: -
the Seagull has no penalty due to stormy sea or smoke.
Because of his seafaring ways, the Seagull gets around, 3 - BUZZARD
gaining(+1) Network. PREREQUISITE: Has to conquer the old Buzzard in
EQUIPMENT: Harpoon crossbow a Conflict (INT+Legends); INT+Legends 10; Allies 4;
Authority 5
2 - PELICAN RESULT: Unlike the European Raven, a Buzzard controls
PREREQUISITE: AGI+Navigation 10; INS+Orienteering 8; his Flock through allegories, sagas; and prophecies. If he
Authority 3 succeeds in an Action roll on INT+Legends in a Conflict
RESULT: The Pelican pilots the Water Birds’ ships. He with another Apocalyptic, the loser has to obey his
knows every current, every shoal: on the Mediterranean, he Buzzard if he doesn’t want to get kicked out of the Flock.
has +2D on INS+Orienteering. He also knows all the stories If the Buzzard is supported by a loyal Ibis, the Ibis rolls,
about coastal cities, which gives him +2D on INT+Legends too, and gives his Successes and Triggers to the Buzzard.
when such stories are concerned. If Scourgers accuse the Buzzard of a crime, he may send
a member of his Flock to duel with a Scourger. No matter
EQUIPMENT: - how the confrontation ends, the guilt is washed away by
the duel.
3 - ALBATROSS EQUIPMENT: Flyssa
PREREQUISITE: Ship; PSY+Domination 10 or
CHA+Leadership 10; Authority 5; Resources 3 X - PHOENIX
RESULT: At Renown (4+), the Albatross and his crew are PREREQUISITE: Kicked out by his Flock, or his Flock was
allowed to land in Corpse. Africans hunt Albatrosses: they destroyed; BOD+Toughness 10; INS+Survival 10;
can expect no mercy from them. PSY+Cunning 8; PSY+Faith/Willpower 10
RESULT: He has risen from the ashes, more cunning
EQUIPMENT: - and more dangerous than ever. He recruits a new Flock,
though not from Apocalyptics: from Kifos, outcast Hell-
1 - HUMMINGBIRD vetics, fallen Preservists, and Scalars. Cave bears build his
PREREQUISITE: - nest. His Backgrounds fall to (0), but when he rebuilds
RESULT: Like the Finch and the Tern, the Hummingbird them, they apply for any Cult. With Resources he gets ac-
gets +1D to the Initiative roll when fighting with cess to Trailblazers, assault rifles, and mountains of am-
Apocalyptics of his Flock. The bonus is lost when he leaves munition and Burn. Even the Mother of Ravens fears his
the rank. shadowy realm.
EQUIPMENT: Koumaya dagger
EQUIPMENT: -
2 - MARABOU
PREREQUISITE: BOD+Toughness 4; BOD+Melee 6;
AGI+Stealth 6; Network 3
RESULT: Whenever a Neolibyan needs a dirty deed
done, he hires a Marabou. In Bedain, Marabous collect
protection money from Scrappers, which gives them (+1)
Resources there.
EQUIPMENT: Steel cotters

POTENTIALS

ALL-IN his opponent’s way of fighting: He activates the Potential P O T E N T I A L S / / A P O C A LY P T I C S
Make your bets! In combat, you bet blood and bones— with an Active Defense succeeding with at least (1) Trigger.
only an Apocalyptic would dare to go all in and risk his As long as he fights this enemy, his Passive Defense is
life. He looks forward to his winnings. raised by (1) per Potential level. If the opponent activates a
The Apocalyptic sets aside a number of dice up to his Potential, the Apocalyptic can imitate it on the same level
Potential level x2 for an Active Defense roll. If he succeeds and turn it against the enemy.
in the defense, his next Attack roll gains Triggers equal to
the number of unused dice. BLACK OMEN
The Flock’s fortune tellers can now gaze beyond the
CARD OF DESTINY mirror of the present into potential futures, but they do
PREREQUISITE: Faith; Raven, Albatross, or Buzzard not prepare the way for it. It’s really not that hard at all. A
The cards are a tool for manipulation. However, if you bound up dead crow calls disaster from the dark, as well as
use them long enough you begin to feel their true force, a cross drawn on a door in blood, while pitch-black stones
feel their archetypes at work, and see how they cast long in their soup warn others to expect a knife in the gut in the
shadows from the future into the past. Those who know near future. Many people see in the Apocalyptics’ savagery
how to read them walk through time full of knowledge. a pact with primal forces better not conjured. The Flock
The Apocalyptic deals the cards to tell his own fortune knows how to use this fact to their advantage—their
in order to see into his future. He interprets the cards of curses are very much feared.
destiny and draws the details out, where does he have to Black Omen is a mental attack. The Apocalyptic
face whom? The faces are hazy, the vision coarse, but he at rolls PSY+Domination and gets +1D per Potential level.
least knows the opponent’s Cult. If the exact combination His opponent counters with PSY+Faith: if he has chosen
of events comes to pass within the next (10) days, the for- Willpower, he is immune to the attack. If the Apocalyptic
tune teller adds their Potential level as a bonus to all CHA wins the Conflict, his opponent gets a permanent penalty
and PSY rolls while playing out the foretold events. to all rolls equal to the number of Triggers rolled +1. To be
free from the curse, the opponent must cleanse themself
CROW’S NEST spiritually through prayer, rituals, or a pilgrimage.
PREREQUISITE: Primal
The Flock is more than just a family to the Apocalyptic. 1,000 WAYS
It’s his origin, a living, breathing part of his history. Those PREREQUISITE: Only usable in melee
who damage the Flock bury a dagger in the Apocalyptic’s The Apocalyptic has taken part in countless fights, studied
own gut. countless combat styles, and has left them all behind.
As long as the Apocalyptic acts at the behest of his Flock Combat is not a dance that has to follow certain rules of
or defends it against attackers, he can invest (1) Ego Point rhythm and seduction. All that matters is the result, the
per Action roll to get +1D per Potential level on any Action. path leading to it can have an infinite number of branches.
In melee, the Apocalyptic’s blows are almost complete-
MIRROR ly unpredictable and nearly impossible to block. For every
PREREQUISITE: Focus Trigger on a melee Attack roll, the opponent has -1D to
The Apocalyptic’s heart and his enemy’s heart beat as one, Active Defense, up to a limit of the Potential level. The
he watches, reacts, repeats his enemy’s attack patterns as if Apocalyptic’s Triggers still count towards extra Damage or
they had trained together. other effects.
An Apocalyptic with the Mirror Potential imitates

PO T ENT IA L S / / A PO C A LYPT ICS 89

RANK 4 EMISSARY

2 ORGIASTIC 3 FUROR 4 SUBLIME 5 ACHERON
2 ASCETIC 3 ELYSIAN 4 EMISSARY
1 TOUCHED

5 COUNSELOR 6 BAPTIST RANKS // ANABAPTISTS

1 - TOUCHED 3 - FUROR
PREREQUISITE: - PREREQUISITE: BOD+Melee 8; PSY+Faith 8
RESULT: He gets his three dots tattooed on the forehead or PSY+Willpower 8; Renown 4
(Mental Defense +1D) and a ring through the nose to chain RESULT: The Furor may enter the catacombs and arsenals
the soul to the body. of Cathedral City and take whatever he needs. If he wants
EQUIPMENT: Long spade; grain (given to him by his gang, a weapon, he’s no longer restricted to the Cult weapons
symbolizes the expansion of his Pneuma) but can choose from the general list. If he uses a Spitfire,
he gets a +1D bonus to the Attack roll.
2 - ASCETIC
PREREQUISITE: BOD+Stamina 6; CHA+Conduct 4; A Furor can muster a gang of Orgiastics (number of
PSY+Faith 6 or PSY+Willpower 6 volunteers equals his Renown x2) and start a crusade. The
RESULT: The Ascetic inspires the people: when dealing with gang will follow him into uncharted regions to win the
providers and farmers, he gets +1D to CHA+Leadership people living there over for Cathedral City. If the crusade
and CHA+Conduct. is successful, an Anabaptist settlement arises—and the Fu-
EQUIPMENT: Seeds (the Ascetic gathers seeds from the ror is entitled to a part of the taxes. Depending on the size
strongest plants and buries them in places he considers of the Enclave, his Resources rise by (+1) to (+3).
important and holy) EQUIPMENT: Spitfire

3 - E LY S I A N 4 - EMISSARY
PREREQUISITE: INT+Medicine 8; INT+Legends 6; PREREQUISITE: PSY+Domination 8 or CHA+Conduct 8;
INT+Science 6; Renown 2; Secrets 2 CHA+Negotiation 6; PSY+Faith 10 or PSY+Willpower 10;
RESULT: The Elysian cleanses his mind through asceticism Authority 4; Renown 3
and his body through Elysian oils: should he encounter RESULT: Ever since Cathedral City and the Cluster signed a
Sepsis, he gets +2D to resist. The Elysian knows how to temporary peace treaty, the Chroniclers have been ordered
compose herbs and earth to create the well-known Elysian to treat the Emissaries with respect: the Emissary gets +2D
oils. If he asks for oils in an Anabaptist Enclave, he gets (+2) to CHA+Negotiation when dealing with Chroniclers. He is
Resources to do so. Spitalian Famulancers could be tasked to a respected guest of the Judges and serves as a contact in
assist the Elysian to learn more about natural healing. all issues related to the alliance. Hellvetics grant him free
EQUIPMENT: Crucible and pestle; healing herbs; stones passage through the Alpine Fortress. If a Spitalian has to
from the Adriatic Sea (the Adriatic Sea is considered the decide whom to look after in battle, the Emissary would
only identified edenic river so far: PSY+Faith +1D, no be his first choice. Even the Clans treat him with respect.
bonus to PSY+Willpower) EQUIPMENT: Any melee weapon, upgraded using 2 slots

2 - ORGIASTIC 5 - COUNSELOR
PREREQUISITE: BOD+Toughness 4; BOD+Melee 6; PREREQUISITE: CHA+Expression 10 or PSY+Cunning 10;
INT+Focus 6 or INS+Primal 6 Secrets 3; Authority 5; Renown 4
RESULT: If the Orgiastic travels with his gang, he gets RESULT: The Counselor is considered the voice and
+1D to his Attack roll, but also -1D to Active Defense. An potential successor of a Baptist. As such, he is stuck in a
Orgiastic only knows extremes: if he follows this rule, he web of intrigues—or is spinning his own one. He decides
gets +1D to PSY+Faith or PSY+Willpower. If he deviates whose emanations are recognized and who rises in the
and makes halfhearted decisions or relativizes earlier ones, ranks. He is beguiled by sycophants: if he gets involved
the bonus becomes a penalty of -1D. Wherever he may go, with them, his Resources temporarily rise by (2). At the
his gang of comrades will always be his family ((+1) Allies). same time, the risk of the Baptists realizing whom they
EQUIPMENT: Bidenhander invited to their side rises.

EQUIPMENT: -

RA NK S / / A NA B A PT I S T S 91

6 - BAPTIST 5 - ACHERON
PREREQUISITE: One of the eight Baptists has to step PREREQUISITE: BOD+Melee 10; AGI+Mobility 10; Allies 5
down; Authority 6; Renown 6; Secrets 4 RESULT: The Acheron is closer to the enemy than to his
RESULT: Every Baptist is a shining example to his Cult, still own friends. His combat power is legendary, and not
riding into battle or tilling the fields. He is surrounded by always due to the Elysian streams alone, but also to the
Furors and Elysians, and the strongest oils are reserved rivers of the dead, Acheron and Styx. While he will never
for him. Together with the other seven Baptists, he leads be able to enter Paradise, he will pave the way there for tens
the Cult. of thousands. He receives the forbidden oils from his
allies, among the few people who know that he is an
EQUIPMENT: - Acheron. Baptists and Counselors are the Acheron’s
principals. His missions are devised behind closed doors
4 - SUBLIME and are top-secret, whether it is the assassination of a
PREREQUISITE: INT+Focus 10 or INS+Primal 10; Allies 4; Jehammedan Shepherd or the kidnapping of a high-
Renown 6 ranking Fragment. Outside the Cult, an Anabaptist will
RESULT: The Counsel of Emanations considers him a only confess to being an Acheron under dire straits or in
manifested emanation as foretold in one of the countless critical situations. To do so, he presents two coins bearing
prophecies. There are no closed doors for the Sublime in the Anabaptist cross and so forces his counterpart to fight
Cathedral City—his Resources rise to (6)—but his every by his side.
step is being watched. Emissaries follow him and write EQUIPMENT: Forbidden oils (Styx or Acheron)
down every deed and every sentence, and the Counsel
of Emanations watches his behavior in keeping with the
traditions. One word of the Sublime is enough to get
thousands of Anabaptists moving.

EQUIPMENT: -

MEN ARE SO NAIVE
AND SO DOMINATED BY PRESENT NECESSITIES,
D E C E I V E R TH AT A
  W H O ’ L L L E T H I M S E L F
WILL ALWAYS FIND SOMEONE
BE DECEIVED.

[MACHIAVELLI]

POTENTIALS

FISHERMANS BLOOD REALM OF EMANATIONS POTENTIALS // ANABAPTISTS
PREREQUISITE: Primal PREREQUISITE: PSY+Faith 8
When the Jehammedans see the Anabaptists, they laugh The Anabaptist’s faith is a star burning in the darkness.
and shout, “Fisherman’s child! Fisherman’s child!” How But wherever its light shines, it reveals rotten lumps of
very clever. The Anabaptist only answers, “If you hit us, blackness, the primal fear, the Psychonauts, writhing bod-
don’t we bleed, as well?” Still laughing, they nod. The ies in breeding cusps, terrible images filling his mind’s eye.
Anabaptist grins, “But if we bleed, don’t we rip you apart?” The nights are the worst. The Anabaptist falls asleep as if
If the Anabaptist has taken more than 50% of his trapped in a pit of thick, black tar. But the nightmares can’t
total Flesh Wounds+Trauma, he frenzies until the end of hurt him during the day.
the combat. He has no restriction on the number of Ego The Dushani suggestions don’t take hold, the Pher-
Points that can be spent, but can no longer make Active omancer’s intoxicating scent fails to sway his mind, the
Defense rolls. The Potential Fishermans Blood has only confusing kaleidoscopes of the Psychokinetics splinter
one level and can’t be upgraded. like thin glass before the Anabaptist’s scrutinizing eyes. If
the Anabaptist defends against a psychonautic Phenom-
KILLING JOKE enon and manages to roll at least (1) Trigger, he rolls an
The enemy raises his spear, expecting the blade to come additional number of dice equal to the Potential level. The
crashing down on him. But the Anabaptist whirls his sword highest dice roll is added directly as Successes to his De-
around, pushing into his enemy and hitting him over the fense roll. For example, if he rolls 1, 4, and 5 at level 3, he
head with the pommel. The Killing Joke is a special sword gets an additional (5) Successes.
attack against an unarmored vital body part of an enemy
such as the head, chest, or abdomen. TORCHBEARER
The Anabaptist makes an Attack roll at -5D, with the PREREQUISITE: At least Elysian or Furor
penalty reduced by 1D per Potential level. The Anabaptist His proximity to the enemy has unhinged the Anabaptist’s
twists his sword and hits with the pommel or crossguard. senses. He feels the corruption all around with the
If the attack succeeds, the opponent immediately loses all precision that a Mollusk could never hope to reach.
Ego Points and falls unconscious. If the attack fails, the His mind lifts Psychonauts, Leperos and spore fields
Anabaptist is unbalanced and is treated as unarmed for (1) from the murky darkness into the blinding light. When
Combat Round, he may not attack until he has recovered. attempting to find Aberrants and their spawn, he adds +1D
per Potential level to INS+Perception.
PNEUMA
PREREQUISITE: Focus ZEALOT
If the wound is deep enough, more than just blood and Through austerity, daily meditation, and gallons of
gore gushes from the body. Their flesh separates from their blessed water, the Anabaptist cleanses his body, fighting
soul, and pure godly Pneuma seeps from the rotten body. his carnality and freeing the Pneuma within. On the
Only a small step towards Paradise, but the Anabaptist battlefield, his body is a shield, the pain only an indicator
feels it strengthening, energizing and uplifting him. of damage taken, but no longer a problem.
If the Anabaptist deals (5) Damage or more in a single
attack, he recovers (1) Ego Point instantly. The Damage All Trauma penalties are reduced by (1) per Potential
threshold is lowered by (1) per Potential level. level.

PO T ENT IA L S / / A NA B A PT I S T S 93

RANG 3 REDEEMER

2 SOLAR 3 AURORA 4 ASPIRANT 5 DEMAGOGUE
2 REVIVER 3 REDEEMER 4 HALO
1 SPECTER 2 PHANTOM 3 CYCLOPS RANKS // PALERS

1- SPECTER 3 - REDEEMER
PREREQUISITE: Born into darkness PREREQUISITE: Sun Disc (Orbital, level 1); has awakened
RESULT: Very good hearing: if he actively listens, or if at least one bunker; INS+Orienteering 6; PSY+Deception
someone tries to sneak up on him, the Specter gets +2D 8; INT+Artifact Lore 6; Allies 3; Network 4
on INS+Perception. In bright sunlight, Palers have -1D to RESULT: The Palers from the bunker the Redeemer
Attack and Active Defense rolls. cracked adore their savior. They follow him unnoticed and
EQUIPMENT: Grim sun (talisman, +1D to Mental Defense) show up whenever he needs help (Allies (+2)). A Sun Disc
can be upgraded by 1 level in the awakened bunker.
2 - SOLAR EQUIPMENT: RG Atlas
PREREQUISITE: INT+Engineering 5; AGI+Crafting 5;
Resources 1; Secrets 2 2 - PHANTOM
RESULT: The Solar spends a lot of time under the searing PREREQUISITE: INS+Perception 4; AGI+Projectiles 6;
bright sun—and gets used to it. The penalty on Attack and AGI+Stealth 4
Active Defense disappears. RESULT: The Phantom accesses the arsenals in the bunkers
EQUIPMENT: Sun Disc (Arbiter, level 1); electronics tools with (+2) Resources. He trains by fighting under bad visual
conditions: his darkness penalty is lowered from -4D to
3 - AURORA -2D.
PREREQUISITE: INT+Engineering 8; AGI+Crafting 8; EQUIPMENT: Muffled submachine gun with bayonet; +1D
Resources 3; Secrets 4 rounds per month; shock grenade
RESULT: The Aurora controls the bunker’s Memetics
programs, makes the Getrell avatar say her own words. She 3 - CYCLOPS
controls the defense mechanisms of the facility up to the PREREQUISITE: BOD+Athletics 6; AGI+Projectiles 8;
level of her Sun Disc. However, she also loses something: Renown 4
her faith. If the Aurora was religious, she now changes RESULT: The Cyclops has perfected his perception of his
from Faith to Willpower: the Faith level becomes her new environment and always knows who’s where: this brings
Willpower level. a +2D Initiative bonus in dark or poorly lit surroundings.
EQUIPMENT: Sun Disc (Arbiter, level 2) Cyclopes are excellent saboteurs who prefer missions
against Chroniclers and Hellvetics. Their equipment is
2 - REVIVER perfectly suited for such endeavors. No Alcove and no
PREREQUISITE: INS+Survival 4; PSY+Cunning 6; Hellvetic outpost is safe from them.
Network 3 EQUIPMENT: +2D rounds per month; Cyclops Eye; Sun
RESULT: Like a Solar, the Reviver gets used to daylight: the Disc (Quantum, level 1); Throwing Pulsor; sesamite
penalty disappears. The Reviver gathers clues regarding
bunkers and other RG facilities, and the Scrappers know 4 - ASPIRANT
that, too. Their Scavengers like the Revivers and help them PREREQUISITE: CHA+Expression 10 or CHA+Seduction
get into bunkers, hoping for a share. 10 or PSY+Domination 10; Authority or Renown 5
EQUIPMENT: Sun Disc (Phaeton, level 1); Sunburst; gold RESULT: At this point, the Aspirant needs to choose one
strip (value: 200 CD); submachine gun form of demagogy. Does he beguile or disturb? Does

RA NK S / / PA LE R S 95

he induce fear or humility? He trains his voice so that TRICE: The humble one. Trice wears rags and poses as
he can create confusion and mimic animal sounds. He a beggar in settlements. If she is given something, she
can perfectly imitate a person’s voice if he concentrates electronically marks the donor. Her disciples follow that
on it for at least (5) Rounds. Afterwards, he gets +2D on person and watch and learn from him. They help him
PSY+Deception when trying to deceive a listener using if he’s in need. Trice’s motives are unknown and seem
that voice. The Getrell avatar of his bunker brings a Sun confused at best, even to the highest-ranking Halos. She
Disc updgrade by 1 level. The Mental Defense against seems to be looking for the good in people to bolster it.
other Aspirants and Demagogues rises by +2D. Her Palers are the opposite of regular Palers: they get a
+2D bonus to INS +Empathy.
EQUIPMENT: -

5 - DEMAGOGUE HELIOS: Also called the burnt one, probably due to his
PREREQUISITE: INT+Focus 10 or INS+Primal 10; black skin. He commands flying and crawling sensors
CHA+Leadership 8; Authority or Renown 6 on the lookout for Sleepers. Those who follow him get a
RESULT: The Demagogue can project the emotion he has modified level 3 Orbital Sun Disc that gets information
mastered with a +2D bonus onto his counterpart, and from Helios’s moving sensors: +4D to INS+Orienteering.
additionally use his Authority Background where Palers
are concerned. URIZ: The hidden one. Mainly active in the Balkhan,
He himself is immune to the suggestions of other he secretly controls several Voivodules and settlements
Demagogues. He has trained his vocal chords to the limit. through information and Dinars. Uriz chooses only a few
He can imitate any sound, speak with the voices of several Palers as his Halos and does not allow them to get to know
people present and project them into a room. He can each other. The Palers communicate through a network of
make guttural and archaic sounds, can create a veritable informers, passing on the wishes of their Sleeper Prophet.
din and thus confuse enemies. If he uses his voice, he gets In return, they get Resources (5) for all Cults due to
+3D to PSY+Deception, PSY+Domination, and CHA+Arts blackmailed Cult members. If a Halo gets in trouble in a
(Singing), and also +3D to PSY+Cunning in the dark. settlement influenced by Uriz, it is very probable that an
informer lets the local garrison know about the Paler’s
EQUIPMENT: - special status and the charges are dropped.

4 - HALO ENCEPH: The chosen one. She appears as a benign and
PREREQUISITE: Rank 3; proof that he has turned his back radiant angel but intends to reconfigure Getrell’s memetics
on the false gods and has found a Sleeper Prophet code to put the Palers at odds with the Sleepers. Her Halos
RESULT: The Paler has chosen a prophet, found him, appreciate her cold soul: with modified Arbiter Sun Discs
and pledged his loyalty to him. Here are the five Sleeper they contaminate the systems of the RG bunkers and enter
Prophets and what they have to offer to a Paler: the cryostasis chambers, break free the remains of the
Sleepers that are petrified by nanites, and make weapons
DAIMONDAL: The curious one. Explores the lower levels from their bones. Enceph’s motives are unclear.
of Exalt. His disciples get +2D to INT+Engineering and
access to Free Spirit technology.

ASHES

E V E R Y B O D Y   M A K E
EQUAL.

[LUCIUS ANNAUS SENECA]


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